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  • First time android game development [on hold]

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

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  • Texture the quad with different parts of texture

    - by PolGraphic
    I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x = 7 with part of texture from U = 0 to U = 0.5 (replaying it after achieving 0.5, so I will have 4 same 0.5-lenght fragments). The second one with some other part of texture (also repeating it) and third in the same style. But, how to achieve it? I know that: float2 tc = fmod(input.TexCoord, textureCoordinates.zw - textureCoordinates.xy) + textureCoordinates.xy; //textureCoordinates.xy = fragments' offset Will give me the texture part replaying.

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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  • My Silverlight 4 talk at ConFoo Montreal

    Wednesday I did a Silverlight 4 talk at ConFoo (www.confoo.ca) very good conference in Montreal! As my public was mostly PHP dev I started by quickly introducing Silverlight, then showed several demos: Easy Painter: http://nokola.com/easypainter/ Physics Games: http://www.spritehand.com/ 3D: http://www.ingebrigtsen.info/silverlight/Balder/20100208/TestPage.html Bouncing Pane: http://weblogs.asp.net/lduveau/archive/2009/04/18/silverlight-3-the-amazing-bouncing-plane-demo.aspx ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Sprites as Actors

    - by Scán
    Hello, I'm not experienced in GameDev questions, but as a programmer. In the language Scala, you can have scalable multi-tasking with Actors, very stable, as I hear. You can even habe hundreds of thousands of them running at once without a problem. So I thought, maybe you can use these as a base class for 2D-Sprites, to break out of the game-loop thing that requires to go through all the sprites and move them. They'd basically move themselves, event-driven. Would that make sense for a game? Having it multitasked like that? After all, it will run on the JVM, though that should not be much of a problem nowadays.

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  • 3D engine for an online city/country simulation game (SimCity, Civilization)

    - by Dmitri
    I want to create a browser game, in which the user can control the development of a certain region (like SimCity or Civilization). One part of the task is rendering of the virtual world in a browser (3D or pseudo-3D). The rendering engine should a) work in a browser and b) ideally - be compatible with mobile devices (i. e. the representation of the virtual world should be visible both on desktop computer and mobile devices with the same codebase). Question: Which rendering engines (for SimCity-style games) fulfill aforementioned requirements (open and closed source) ?

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  • Flash Webcam non responsive Ubuntu 11.10

    - by powerbuoy
    I've got the same problem as this gentleman: https://answers.launchpad.net/ubuntu/+source/flashplugin-nonfree/+question/176541 Where the webcam settings / access does not work at all / is completely unresponsive in Ubuntu 11.10. I've tried webcam access in Facebook, Google+, my own code + a number of tutorials/demos and none work. What happens is the settings dialogue is completely unresponsive. Clicking tabs or buttons does nothing. In the question linked to a suggested answer is to run Unity 2D. Unfortunately this does not work for me (the exact same thing happens). I've also tried Gnome 3 which also does not work. Note that it is only the webcam settings that don't work. YouTube videos and annoying banners work just fine. Does anyone know of a workaround for this (except going back to 11.04) or if they've fixed this in 12.04? - also, are any of you experiencing the same thing?

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  • Interesting conversation about the nature of info-wars

    - by Malcolm Anderson
    Over at Schlock Mercenary, Howard Taylor has started a facinating conversation on the nature of Info-Wars. As Howard puts it:   Somebody (I forget who) tweeted that the Wikileaks fight right now is the first infowar in history. I disagree. I think we've fought numerous infowars in the last fifteen years. And that's really what I want to see discussed in the comments. We can argue right and wrong until the eCows come 127.0.0.1 but nobody is going to walk away convinced. I want to see a list of information-age conflicts that you feel qualify as "infowar." Me, I think the RIAA vs file-sharing qualifies. My buddy Rodney suggested RBLs vs Spammers (the spammers won that one.) Somebody pointed out that the Secret Service raid on Steve Jackson Games back in the 80's might qualify.

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  • What options do I have for game hosting.

    - by Jonathan Kaufman
    DISCLAIMER: I know this question starts to leave development island but it is very game development related and still think this is the best place. I see many free MMOs/online desktop client games out there. I am baffled at the ability to fund such. I don't mind hosting myself but would at least like to have someone host a matchmaking service. If these indie devs really are pouring money down the server drain then I'm screwed but if some one can "learn me" :) some alternatives I would greatly appreciate it.

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  • What are the benefits of designing a KeyBinding relay?

    - by Adam Naylor
    The input system of Quake3 is handled using a Keybinding relay, whereby each keypress is matched against a 'binding' which is then passed to the CLI along with a time stamp of when the keypress (or release) occurred. I just wanted to get an idea from developers what they considered to be the key benefits of designing your input system around this approach? One thing i don't particularly like is the appending of the timestamp to the bound command. This seems like a bit of a hack to bend the CLI into handling the games input? Also I feel that detecting the keypress only to add the command to a stream of text that gets parsed at a later date to be a slightly latent way of responding to input? (or is this unfounded?) The only real benefit i can see is that it allows you to bind 'complex' commands to keypresses; like 'switch weapon;+fire;' for example. Or maybe for journaling purposes? Thanks for any insights!

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  • Lighting a Voxel World Realistically

    - by sharethis
    I am new to game development and never implemented a complicated (and realistic) lighting. My game uses a 3d voxel terrain world (like Minecraft). To hold the data I use octrees. My goal is to render a more realistic world scene like in most voxel games. For that I want to use a bezier algorithm to round out the blocky world. Assume that I already have a large generated polygon of my terrain (or some of them). I heard of some techniques like volumetric light, global illumination, ... What approaches of a very realistic lighting are there for my "organic shaped" voxel game?

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  • Peaceful Tropical Cavern Wallpaper

    - by Asian Angel
    colorful-hand-painted [DesktopNexus] Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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  • Migration from XNA to SharpDX

    - by Wouter
    My fear is that XNA has reached the end of the road. To keep up with the latest technology a shift to another game framework might be needed. We have many games in a large codebase, all based on XNA. My question is, how much work would it be to migrate to SharpDX and are there other possibilities? Our code base mainly uses basic 3D rendering and the SpriteBatch, no fancy shader stuff. Update: I should have mentioned we only use 2.5D, we have a simple engine that builds textured quads to render text and animated sprites. Also for sound we use XACT (what else..) with some effects.

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  • What version of Java should I target for applets?

    - by Christopher Horenstein
    I recently deployed an applet that seems to require Java 6 Update 24. I assume the reason for this requirement is the matching JDK version I used to create the applet (I am new to Java). The fact that my applet requires a Java download/update for users who already have some version of Java installed is a big concern for me; the applets I'm creating slip into a web comic, so it's very disruptive. Having used the most recent version of Java, it seems as though I am able to assume that most of the readers I get will have to update Java to continue reading/playing. Is there a best practice concerning which version of Java to use to make the process of using an applet easy for end-users? Any reading material on this would be very helpful. Should I be using an older version of Java if I don't require new features? I am using Slick for 2D games.

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  • How can I create a 3D model in Java without using modeling software?

    - by Galen Nare
    I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I want to delve farther into Java. I have looked into Java3D, but it's not what I want. I want to use Images and then crop the Image and place the respective textures in their respective places. I already know how to do the cropping and 2D Image editing, but how do I go 3D?

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • Verification of UML Class Diagram

    - by Jean Carlos Suárez Marranzini
    This is my UML Class Diagram made in Astah Community, for a tennis scoreboard game. Here's a link to the image (I don't have enough rep to post images): http://i47.tinypic.com/2lsxx90.png Points are calculated based on moves. Moves can be either points (for the player's advantage) or errors (for the opponent's advantage). The Time Machine allows you to travel to previous game states (expressed as scoreboards). The storage component should be able to store matches independently of the serialization format. The serializers and deserializers should be able to do their job regardless of where the storage lies. The GameEngine should be able to apply the rules of the game regardless of the particularities of the game (hence, dependency injection through the Settings class). The outcomes of games, sets and matches should be deducible based on the points and the rules to apply (the logic implementations are there to provide the rules). Could you please verify my design and tell me if there's anything wrong with it? Thanks in advance.

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  • Supertuxkart not able to start

    - by subeh.sharma
    Was working fine before i played around with NVIDIA drivers and ended up with this problem. I tried running it through the terminal and i see these messages: subsharm@subsharm-ThinkPad-T61:~$ supertuxkart Irrlicht Engine version 1.7.2 Linux 3.0.0-15-generic #25-Ubuntu SMP Mon Jan 2 17:44:42 UTC 2012 x86_64 [FileManager] Data files will be fetched from: '/usr/share/games/supertuxkart/' [IrrDriver] Creating NULL device Irrlicht Engine version 1.7.2 Linux 3.0.0-15-generic #25-Ubuntu SMP Mon Jan 2 17:44:42 UTC 2012 x86_64 [IrrDriver] Trying OpenGL rendering. [IrrDriver] Tring to create device with 32 bits Xlib: extension "GLX" missing on display ":0.0". [IrrDriver Temp Logger] Level 1: No GLX support available. OpenGL driver will not work. [IrrDriver Temp Logger] Level 2: Fatal error, could not get visual. Segmentation fault subsharm@subsharm-ThinkPad-T61:~$ sudo Xorg -configure [sudo] password for subsharm: Fatal server error: Server is already active for display 0 If this server is no longer running, remove /tmp/.X0-lock and start again.

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  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

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  • Game programming in C++ [closed]

    - by Asaf
    I am a new programmer. I know C++ quite well and I know C# very good. I'm really eager to learn how to program games well and I cant really find where to start learning from. I have never developed any graphics in C++ , only a crappy game with windows forms graphics. I'm really into game programming and hoping I can get employed in it in the future. I'd be glad to have some advice about this. Thanks in advance, Asaf

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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