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  • Using Linux as guest on vmware and sharing connection with windows vista

    - by mike
    I been trying for weeks with vmwware player, now d/l vmwware work station 7, Have a laptop with one built in modem and a usb modem I bought, It works great switching it over from host to use in ubuntu to connect to the net, now when I use that modem from the host to connect online I have no trouble getting ubuntu to share the internet connection, But tried with NAT bridge host and all to get it to work from ubuntu to share the internet connection to windows vista, the host, I know it should work if it works the other way around, I tried setting up my wlan0 eht0 and eth1 to the correct IP can get both systems to notice each other by name and ip, but cant get them to share the connection from guest to host, I've tried iptables and all as well, Can someone please help me out with this? I am sure It is something something I'm over looking, Thanks in advance

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  • VLC doesnot play any file [ any video/.mp3] in local machine , closes when a file is opened

    - by hsemarap
    When I run vlc from terminal I get: In the VLC dialog box: Your input can't be opened: VLC is unable to open the MRL 'file:///media/Ent/movies/the%20mask.avi'. Check the log for details. In terminal: VLC media player 2.0.1 Twoflower (revision 2.0.1-0-gf432547) [0x8fe8f8] main input error: open of `file/xspf-open:///home/para/.local/share/vlc/ml.xspf' failed [0x8fe8f8] main input error: Your input can't be opened [0x8fe8f8] main input error: VLC is unable to open the MRL 'file/xspf-open:///home/para/.local/share/vlc/ml.xspf'. Check the log for details. [0x8f1aa8] main interface error: no suitable interface module [0x8f9b08] main interface error: no suitable interface module [0x8be008] main libvlc error: option http-user-agent does not exist [0x8be008] main libvlc: Running vlc with the default interface. Use 'cvlc' to use vlc without interface. [0x8f9b08] qt4 interface error: Unable to load extensions module [0x7f5280000b78] main input error: open of `file:///media/Ent/movies/the%20mask.avi' failed [0x8fc718] main playlist error: could not export playlist

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  • UDK/ UnrealScript class interaction? HUD advice?

    - by Holly
    Beginner basics requested here, While i'm familiar with the basics of OOP programming i've just started looking as UnrealScript for a game i had made in the UDK editor up to now. I have a class that extends UTHUD and another that extends UDKPAWN. I have the pawn destroyed when its been shot 3 times and some basic helloworld text displaying in my HUD but i'm completely lost as to how one would get some sort of feedback between the two classes going on? What i would like to do to start off, is have some text that says something like "Amount of baddies killed: 0" Displayed on the HUD which would then increment each time the player destroyed one of my pawns. I'm sorry if this is an inappropriate question but i've never really worked within a framework like this before and wasn't sure where to go for help to get my footing. All advice appreciated!

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  • What technology should I concentrate on for mobile development? [closed]

    - by Rob2211
    Firstly, I have many years experience with C# & .NET and some with Java. But, rather than committing to Java and developing native applications for Andriod I have been researching cross-platform deployment technologies. Currently, the most powerful cross-platform technology seems to be Flash, using Adobe AIR to package software as native applications. But given Adobe's announcement that it will discontinue support for the Flash Player on mobile devices it seems foolish (at this late stage) to invest in Flash and ActionScript as a developer. There has been speculation that Microsoft are also planning their exit strategy for Silverlight in favour of HTML5. So, my questions are; What is the most appropriate technology to invest in and learn in order to build cross-platform mobile applications / games while future proofing my skills as a developer? Is HTML5 mature enough to fill the 'Flash void' and be used to start building cross-platform, rich, interactive, networked mobile applications / games now? N.B. For HTML5 read (HTML5/CSS3/JavaScript)

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  • User generated content: a basic yet simple to use OR a complex yet powerful solution?

    - by ne5tebiu
    As stated above, which solution is better for a game based on user generated content? The simple solution (in-game editor) is great for gamers without experience in coding and etc. In this way every player could populate the game with content. But the content would be very limited. The complex solution would allow the content to be with almost no limitation but casual gamers probably couldn't make hardly any content at all. If both solutions are used, the quality behind the second solution would be more valuable than the first solution's quantity. However, making a powerful in-game editor could even take more time and manpower than the actual game and every gamer would have to learn how to use the new complex tool, understand it, and master it if he or she wants to make quality content.

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  • Enemy Spawning method in a Top-Down Shooter

    - by Chris Waters
    I'm working on a top-down shooter akin to DoDonPachi, Ikaruga, etc. The camera movement through the world is handled automatically with the player able to move inside of the camera's visible region. Along the way, enemies are scripted to spawn at particular points along the path. While this sounds straightforward, I could see two ways to define these points: Camera's position: 'trigger' spawning as the camera passes by the points Time along path: "30 seconds in, spawn 2 enemies" In both cases, the camera-relative positions would be defined as well as the behavior of the enemy. The way I see it, the way you define these points will directly affect how the 'level editor', or what have you, will work. Would there be any benefits of one approach over the other?

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  • Reversi/Othello early-game evaluation function

    - by Vladislav Il'ushin
    I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. I'm trying to do it with this matrix (corresponding to the board) which determines how favourable that square is to have: { 30, -25, 10, 5, 5, 10, -25, 30,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 30, -25, 10, 5, 5, 10, -25, 30,},}; But it doesn't work well. Have you even written an early-game evaluation function for Reversi?

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  • Way to make video-thumbnails generate from VLC instead of Totem?

    - by nick
    I'm suffering from problem that video-thumbnails do not appear in nautilus for some video files. I just found this bug typefinding: some mpeg files are not identified as mpeg files which seems to address the problem. I don't understand the specifics as reported in this bug report, but it sounds like it's a problem with Totem's interaction with Gstreamer. Since all my videos play fine with VLC (and they don't all play with Totem), I don't use Totem very much. Is there a way to make VLC generate the video-thumbnails instead of having to rely on the buggy gstreamer/totem? I made VLC my default video player but this had no effect on the display of video-thumbnails. If Totem can't play the video file, then I get no thumbnail. But VLC can play the videos fine, so why can't VLC create a video-thumbnail for it?

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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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  • how difficult to add vibration/feedback to a open source driving game

    - by Jonathan Day
    Hi, I'm looking to use SuperTuxKart as a basis for a PhD research project. A key requirement for the game is to provide vibration feedback through the controller (obviously dependant on the controller itself). I don't believe that the game currently includes this feature and I'm trying to get a feel for how big a challenge it would be to add. My background is as a J2EE and PHP developer/architect, so I don't know C++ as such, but am prepared to give it a crack if there are resources and guides to assist, and it's not a herculean task. Alternatively, if you know of any open source games that do include vibration feedback, please feel free to let me know! Preferably the game would be of the style that the player had to navigate a character (or character's vehicle) over a repeatable course/map. TIA, JD

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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  • What functionality should I use in OpenGL 2.0?

    - by Jeffrey
    Considering OpenGL 2.1, we all know that glBegin and glEnd are the devil. Should I use only VBO to render 3d primitives (I can't find VAO in that version, weren't there already?)? Should I still use the matrix stack (why not?)? Should I still use glFrustum? Can I take advantage of shaders in GLSL 1.20? Where can I find a tutorial for VBO in OpenGL 2.1 and the "correct" way of programming in it? Also how am I supposed to animate something. Like a cube moving around an object or a player moving in the scene (static vbo data + shader?)? Note: Take your time to answer this question, I'll accept an answer tomorrow.

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  • In which directory to write game save files/data?

    - by Klaim
    I need a definite list of directories, one or more per platform, where to put game save files and other game generated data. Either based no the OS developer specification, or because it is common usage if there is no recommandation. Please provide one answer per platform, with different directories. Also, example of how to get the directory location in C++ or C is best, as it's the language you'll have more hard time. Locations: Player's game data (saved games, config). Shared game data (like high-score or config for all computer users). Temporary game data (aka cache directory).

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  • git in non-distributed, independent, lone programming ...best practice(s) ?

    - by explorest
    I am currently studying the git documentation to get a hang of distributed version control workflow and use of git command line. I want to first start using git with small, personal, pet projects so to gain experience before doing it on large scale (i.e., bigger projects, team dev). What areas of the git system should I, as a lone player, devote most of my study time to... what parts should I leave for the larger scale work later on. In other words what features of the git system will fully be grasped in team work only, and therefore should not be too involved with at an individual level?

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  • What kind of installer should I use?

    - by crosenblum
    I need a program installer for window's that is free or open source, that is somewhat customizable, but creates very small installer files. I would be using this to create a mmorpg game client installer, for my private server. And I'll need to this repeatedly once my server goes live to help keep my player's up to date with server changes. Any suggestions? I have tried NSIS, but i really didn't like it, too hard to do. I am also concerned about file sizes... Any thoughts?

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  • How can I fix latency problems for car game?

    - by Freddy
    Basically I'm trying to make a online car racing game for IOS using Game Center real time multiplayer. I have setup a timer that sends data every 0.02 seconds to the other player with the current position and current angle. However sometimes, it will take LONGER then these 0.02 seconds for the package to be sent and then received. In this case i have implemented a method that "calculate" what the next position should be if no position is received based on the last position and angle. However, when the data then receives for let say 0.04 seconds after, it will change back to the last position, which will result in the car "jumping" back and lag. And If i just keep ignoring the data it will never take any input from the other user. Is their any way to prevent this? I suppose this needs to be fixed with some client-sided algorithm.

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  • No Sound in HTML5 and Google Chrome after update to 13.10

    - by rechengehirn
    After upgrading to Ubuntu 13.10 i have no sound for HTML5 players in Google Chrome Browser. Firefox works. Flash Players are working. No sound on Youtube when using HTML5. No sound on vimeo (They have html5 player as standard). When I open the soundapplication, google doesn't show up when I try to play a html5 video. But it shows up, when playing a Flash Video. Google Chrome Version is: 24.0.1312.52 Installed an updated via ppa: deb http://dl.google.com/linux/chrome/deb/ stable main

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  • Switching songs - MediaPlayer lags the game

    - by Fibericon
    When the player encounters a boss in the game I'm working on, I want to have the music change. It seems simple enough with the MediaPlayer class to fade out the current song, switch to another, and then fade the new song in. However, at the point where the second song starts, the game freezes for a split second. The songs in question aren't particularly large either - the first song is 1.7mb and the second song is 3.1mb, both mp3 format. This is the code I'm using to do it: protected void switchSong(GameTime gameTime) { if (!bossSongPlaying) { MediaPlayer.Volume -= ((float)gameTime.ElapsedGameTime.TotalSeconds/10); if (MediaPlayer.Volume < 0.05f) { MediaPlayer.Play(bossSong); MediaPlayer.Volume = 1.0f; bossSongPlaying = true; } } } What can I do to eliminate that momentary hang?

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • How should I store a Game Database on Android?

    - by Liam
    I'm looking at creating a game for Android and while I have most of the ins and outs worked out, the one thing I'm struggling with is how to store data for the game. Ultimately, the game will be based off of a lot of pre-defined data and statistics so the obvious choice to me would be something like SQLite, but as I'm pretty new to the realm of Android and Game Development, I'm not 100% certain if this is the right route to follow. The data will be general pre-defined data as well as player data (along the lines of careers stats - what place finished, etc). I was wondering if there was a better/best practice solution that wasn't SQLite and that would provide said functionality and if so, could you point me in the right direction?

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • Adaptive Characters: AI Solution Needs a Problem

    - by Roger F. Gay
    Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, building and adapting code on its own; and then carries out the best solution. The software can also adapt to new situations, etc. http://mensnewsdaily.com/2007/05/16/robobusiness-robots-with-imagination/ It's easy to imagine using it with automated game characters that will adapt to the players moves and style - the easiest example would be fighting. The more the simulated fighter fights with the human player, the more it learns to counter that players fighting skills. But there should be more. Anyone have any ideas as to how adaptive characters might be interesting in games?

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • mic on cam don't work

    - by ezz9
    the cam works. I pull up PulseAudio I can see it pick me up for 1sec then stops. don't work on Skype I've tried every USB port same thing it worked on 10.04 fine. but now I'm on 12.04 and it don't work. it is a logitech B500 desktop:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 002: ID 046d:0807 Logitech, Inc. Webcam B500 Bus 003 Device 002: ID 03f0:6104 Hewlett-Packard DeskJet 5650c Bus 005 Device 002: ID 046d:c51b Logitech, Inc. V220 Cordless Optical Mouse for Notebooks I have changed some setting in flash Player Settings Manager, I don't think it would affect it after all the cam is still working it's the microphone that freezes up, but thought I would tell you this, info is good.

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  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

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