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  • Maximum number of controllers Unity3D can handle

    - by N0xus
    I've been trying to find out the maximum amount of xbox controller Unity3D can handle on one editor. I know through networking, Unity is capable of having as many people as your hardware can handle. But I want to avoid networking as much as possible. Thus, on a single computer, and in a single screen (think Bomberman and Super Smash Brothers) how many xbox controllers can Unity3D support? I have done work in XNA and remember that only being capable of support 4, but for the life of me, I can't find any information that tells me how many Unity can support.

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  • Opening an XML in Unity3D when the game is built

    - by N0xus
    At the moment, my game can open up an XML file inside the editor when I run it. In my XMLReader.cs I'm loading in my file like so: _xmlDocument.Load(Application.dataPath + "\\HV_Settings\\Settings.xml"); This class also deals with what the XML should do once it has been read in. However, when I build the game and run the exe, this file isn't called. I know that I can store this file in the C drive, but I want to keep everything in one place so when I start to release what I'm working on, the user doesn't need to do anything. Am I doing something silly which is causing the XML not to be read?

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • Resources on learning to program in machine code?

    - by AceofSpades
    I'm a student, fresh into programming and loving it, from Java to C++ and down to C. I moved backwards to the barebones and thought to go further down to Assembly. But, to my surprise, a lot of people said it's not as fast as C and there is no use. They suggested learning either how to program a kernel or writing a C compiler. My dream is to learn to program in binary (machine code) or maybe program bare metal (program micro-controller physically) or write bios or boot loaders or something of that nature. The only possible thing I heard after so much research is that a hex editor is the closest thing to machine language I could find in this age and era. Are there other things I'm unaware of? Are there any resources to learn to program in machine code? Preferably on a 8-bit micro-controller/microprocessor. This question is similar to mine, but I'm interested in practical learning first and then understanding the theory.

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  • Align tetrahedrons

    - by thedeadlybutter
    I'm currently generating tetrahedron meshes in Unity When a player clicks the side of a mesh, a new one spawns aligned with it, like this. I'm not sure how nor can I find any information on implementing a tetra hedron grid. I tried playing around with the vertices until I realized I need to adjust position & rotation. Any ideas? EDIT: To be clear, the second image was manually placed objects in the Unity Editor. I'm looking to make an algorithm that places the meshes correctly.

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  • Favorite Visual Studio 2010 Extensions

    - by Scott Dorman
    Now that Visual Studio 2010 has been released, there are a lot of extensions being written. In fact, as of today (May 1, 2010 at 15:40 UTC) there are 809 results for Visual Studio 2010 in the Visual Studio Gallery. If you filter this list to show just the free items, there are still 251 extensions available. Given that number (and it is currently increasing weekly) it can be difficult to find extensions that are useful. Here is the list of extensions that I currently have installed and find useful: Word Wrap with Auto-Indent Indentation Matcher Extension Structure Adornment This also installs the following extensions: BlockTagger BlockTaggerImpl SettingsStore SettingsStoreImpl Source Outliner Triple Click ItalicComments Go To Definition Spell Checker Remove and Sort Using Format Document Open Folder in Windows Explorer Find Results Highlighter Regular Expressions Margin Indention Matcher Extension Word Wrap with Auto-Indent VSCommands HelpViewerKeywordIndex StyleCop Visual Studio Color Theme Editor PowerCommands for Visual Studio 2010 Extension Analyzer CodeCompare Team Founder Server Power Tools VS10x Selection Popup Color Picker Completion Numbered Bookmarks   Technorati Tags: Visual Studio,Extensions

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  • Google I/O 2010 - Keynote Day 1

    Google I/O 2010 - Keynote Day 1 Google I/O 2010 - Keynote Day 1 Video footage from Day 1 keynote at Google I/O 2010 Vic Gundotra, Engineering Vice President, Google Sundar Pichai, Vice President, Product Management, Google Charles Pritchard, Founder, MugTug Jim Lanzone, CEO, Clicker Mike Shaver, VP Engineering, Mozilla Corporation Håkon Wium Lie, CTO, Opera Software Kevin Lynch, CTO, Adobe Systems Terry McDonell, Editor, Sports Illustrated Group Lars Rasmussen, Manager, Google Wave David Glazer, Engineering Director, Google Paul Maritz, President & CEO, VMware Ben Alex, Senior Staff Engineer, SpringSource Division of VMware, Bruce Johnson, Engineering Director, Google Kevin Gibbs, Software Engineer, Google For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 2 1 ratings Time: 02:05:08 More in Science & Technology

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  • The How-To Geek Guide to Audio Editing: The Basics

    - by YatriTrivedi
    Ever get the urge to edit some audio but you’re not sure where to start? Settle in with this HTG guide to the free audio editor Audacity that’s written for beginners but caters to geeks of all levels. Note: this is the first article in a multi-part series that we’ll be covering over the next few weeks Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Tune Pop Enhances Android Music Notifications Another Busy Night in Gotham City Wallpaper Classic Super Mario Brothers Theme for Chrome and Iron Experimental Firefox Builds Put Tabs on the Title Bar (Available for Download) Android Trojan Found in the Wild Chaos, Panic, and Disorder Wallpaper

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  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • TinyMCE autoresize plugin not works

    - by user31929
    I want to reproduce this simply behaviour : http://tinymcesupport.com/tutorials/autoresize-automatic-resize-plugin This is my init: <!-- TinyMCE --> <script type="text/javascript" src="js/jscripts/tiny_mce/tiny_mce.js"></script> <script type="text/javascript"> tinyMCE.init({ mode : "exact", elements : "pagina_testo_colonna1,pagina_testo_colonna2,pagina_testo_colonna3", theme : "advanced", plugins:"paste,autoresize", plugin_preview_width : "100%", width : "100%", theme_advanced_buttons1 : "pastetext,|,bold,italic,underline,strikethrough,|,bullist,numlist,|,indent,outdent,|,undo,redo,|,justifyleft,justifycenter,justifyright,justifyfull,|,link,unlink,|,charmap", theme_advanced_buttons2 : "", theme_advanced_buttons3 :"", theme_advanced_disable : "image,anchor,cleanup,help,code,hr,removeformat,sub,sup", theme_advanced_resizing : true, paste_text_use_dialog : true, relative_urls : false, remove_script_host : false }); </script> <!-- /TinyMCE --> i have added "autoresize" to plugins list but my editors not resize while i writing, they simply scroll. I have multiple editor in the same page. What's wrong with my code?

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  • Unity Frustum Culling Issue

    - by N0xus
    I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a stereoscopic effect). To help with alignment in the CAVE I've implemented an off center projection class. This class simply tells the camera what its top left, bottom left & bottom right corners are. From here, it creates a new projection matrix showing the the player the left and right of their world. However, inside Unity's editor, the camera is still facing forwards and, as a result the culling inside Unity isn't rendering half of the image that appears on the left and right screens. Does anyone know of a way to to either turn off the culling in Unity, or find a way to fix the projection matrix issue?

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  • The Recovery: New Challenges for your Supply Chain!

    - by [email protected]
    Nearly half of CFOs are planning to reduce their inventory during the first half of 2010 in part due to supply chain improvements that allow them to hold less product, but also because of reduced demand according to Kate O'Sullivan, Sr Editor at CFO Magazine. Her view is based on this quarter's Duke University Global Business Outlook Survey. Highlights: Employment will be a drag on the economy- full-time employment to increase by 1%. Temp hiring to grow <1%, Outsourcing 4%.  70% of CFOs at SMEs say credit conditions are worse then 12 mos ago - placing strains on inventory growth Asia and China finance execs are more optimistic than their EMEA or US counterparts and expect stronger growth in capital spending with a 16% gain Source: "Slouching Towards Recovery", CFO Magazine, April 2010, pgs 19-20    

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  • Why we do not use PowerConnect to access PeopleSoft Tree

    - by dylan.wan
    1. It does not allow you to use parameters to the PeopleSoft connect. It may be changed later. However, it was a big issue when we try to address customer issues. 2. It requires EFFDT as an option. It expect that people change the EFFDT using Mapping Editor. How can a business user does that every month? 3. It asks for a Tree Name. Many PeopleSoft tree structure supports multiple trees. Tree is just a header of the hierarchy. Whenever you add a new Tree, you need to create a new mapping!! It does not make sense to use PowerConnect due to the customer demands. All requirements are from customers. We have no choice but stop using it.

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  • Web development tools/approaches?

    - by Clinton
    My day job involves a bit of programming, but I've recently been attempting some web development for personal reasons. I've got Drupal up and running and done basic things like add new content (i.e. heading and text) and add modules and themes, but I'm not sure how to approach actually designing pages. When I mucked around with webpages 15 years ago, it was just a mixture of HTML, CSS and Javascript, generally written with a text editor. Have things changed, or is this the way I'd make a Drupal page today? If it makes a difference, in my case the page's I want to design simply have static content, but I'd like them to be easily updatable.

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  • Ambiguous Comparison Hint

    - by Ondrej Brejla
    Hi everybody! Today we would like to show you some new hint which will be available in NetBeans 7.3. It's called Ambiguous Comparison hint. Its name seems to be quite fuzzy, but it describes exactly what the hint does. It tries to check all comparisons whether they are intended. Because sometimes you want to make a simple assignment, but you make a typo and comparison appears. It's really dangerous mistake because then your code doesn't work as expected. Your application can produce buggy results. So here is how it looks like: But sometimes a comparison is really intended. E.g. in return statements when you want to return a boolean, so then the hint works as expected and no warning appears. That's all for today and as usual, please test it and if you find something strange, don't hesitate to file a new issue (component php, subcomponent Editor). Thanks.

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  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Visual Studio 2010 Setup Projects and x64 Support

    - by Shawn Cicoria
    I was taking the Windows Azure CmdLets project and getting it into an MSI just to make it easier to deploy in a nice package.  I ran into problems with the Setup project not being able to properly establish the right registry settings for an x64 environment. Even though you set the target platform on the Setup project to x64 the InstallUtil.lib that get’s run is still x86.  In order to have it work property, you need to follow the steps identified here: http://msdn.microsoft.com/en-us/library/kz0ke5xt.aspx  The section “64-bit managed custom actions throw a System.BadImageFormatException exception” covers the steps you need to follow, using the Orca MSI editor to replace the InstallUtilLib.dll from the one that the Setup Project embeds (x86) to a x64 version. Now, works like a charm… Resultant installer here: http://cicoria.com/Downloads/AzureManagementCmdletsInstall.msi The CmdLets are the same ones from the Training Kit – November 2010 release.

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  • List of custom Launchers & Quicklists for Unity

    - by Nik
    Creating a custom launcher for unity is simple. Quicklists provide a easy and efficient way to quickly access commonly used tasks for a specific application. The steps to create a custom launcher is easy. Right-click on your desktop and click create a launcher. Edit the .desktop file using a text editor and using this you can create static quicklists for the Unity. (more info here and here) So what custom launchers do you use on Unity? Note: Please limit one answer per custom launcher. Also please do provide a screenshot of it in action.

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  • How to disable Alert volume from the command line?

    - by Bryce
    There is an option in the Sound Preferences dialog, Sound Effects tab, to toggle Alert volume 'mute'. It works and suffices for my needs to disable the irritating system beep/bell. However, I reinstall systems a LOT for testing purposes and would like to set this setting in a shell script so it's off without having to fiddle with a GUI. But for the life of me I can't seem to find where this can be toggled via a command line tool. I've scanned through gconf-editor, pulseaudio's pacmd, grepped through /etc, even dug through the gnome-volume-control source code, but I am not seeing how this can be set. I gather that gnome-volume-control has changed since a few releases ago. Ideas?

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  • Volume control keyboard shortcuts not working in 14.04?

    - by user295481
    I run Ubuntu 14.04 on a Sony Vaio CS series laptop. Normally, the volume is controlled by pressing Funcion+F2, F3, and F4 for mute, volume down, and volume up respectively. I accidentally reassigned the volume up keyboard shortcut to a different key. I tried resetting the keyboard shortcut by going into the keyboard shortcuts editor in Ubuntu and pressing Function+F4, but that didn't work. My mute function and my volume down functions both work flawlessly, but volume up doesn't work at all. Please don't answer telling me to change the keyboard shortcut in the Keyboard Shortcuts manager, as I have already tried that. Thanks for your help!

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  • Turn-based JRPG battle system architecture resources

    - by BenoitRen
    The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode. I have been unable to find any resources about how a classic turn-based JRPG battle system is structured. All I find are discussions about damage formula. I've tried googling, searching gamedev.net's message board, and crawling through C++-related questions here on Stack Exchange. I've also tried reading source code of existing open source RPGs, but without a guide of some sort it's like trying to find a needle in a haystack. I'm not looking for a set of rules like D&D or anything similar. I'm talking purely about code and object structure design. A battle system asks the player for input using menus. Next the battle turn is executed as the heroes and the enemies execute their actions. Can anyone point me in the right direction? Thanks in advance.

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  • How to monetize and/or protect framework rights?

    - by Arthur Wulf White
    I made a game engine/framerwork for ActionScript 3 that allows very efficient and flexible level design for Platformers, Tower Defense game, RPG's, RTS and racing games. The algorithms I used are new and are not available in any other level editor I've seen. What are the best ways to benefit myself and others with my new framework? It is written for ActionScript 3 so unless I translate it to C# I'm guessing it will be decompiled and used by others. I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief.

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  • Need Help With Partioning

    - by Rakesh Kumar
    I bought a new laptop with no OS and decided to try to linux (Ubuntu) for the first time in my life. It was a clean install, my laptop had no other OS present in it, not even DOS. While installing, it asked for partitioning. Out of the 320GB of free space I created a new partition of 20 GB and installed Ubuntu in it. The rest of the 300GB is still available as free space. Soon I realized that I can't use the 300GB of space and that only 20GB is available to me for use. Can anyone tell me how I can take away some free space away from the 300GB and add that to my 20GB partition? I have installed the Gparted Partition editor from the Ubuntu Software Center but have no idea how to go ahead with it. Thanks :)

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  • GPL'ing code of a third party?

    - by Mark
    I am facing the following dilemma at the moment. I am using code from a scientific paper in a commercial project. So basically I copied and pasted the code from the paper's pdf into my code editor and use it in my own code. The code in the paper does not have any copy restrictions or license(like the GPL) so I thought I would be ok using it in a commercial project. However, I have seen several gpl licensed open source projects that use the exact same code from the paper to the point of having the same variable names like in the paper. So what happened here is that a gpl license was put on a third parties non gpl'ed code. Are these open source projects in violation of the gpl or would I be in violation of the gpl because I use code which has been gpl'ed? My common sense tells me it is not allowed to gpl somebody elses non-gpl'ed (like in this case from the paper) code but I though I would ask anyway.

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  • How can I avoid the random restart of the xserver?

    - by Bernd
    I'm using a desktop pc with 64bit Ubuntu 12.04 (Kernel 3.2.0-24-generic). Hardware specs are - Intel Core i7 CPU 860 @ 2,80GHz x 8 - Nvidia GeForce GTS 250 - 750 GB Hard Disk ATA WDC WD7501AALS-00E3A0 (for my /home partition) - 128 GB Solid-State Disk ATA PLEXTOR PX-128M2S (for all other partitions) Since I reinstalled the PC with Ubuntu 12.04 the xserver restarts randomly. Most times when I watch a video in the browser (maybe a flash issue?) but sometimes the restart/crash appears when I'm working in an text-editor. How can I locate the problem? Which information is needed for a useful answer?

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