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  • How do I find a proprietary driver for the Intel graphics card I have?

    - by user69798
    I have an Intel corporation core processor integrated graphics controller (rev 18), and I am trying to get a proprietary driver for my graphics card so I can play Amnesia from the Humble Bundle. I am a female that can easily follow directions but doesn't know much about Linux yet. If you give me precise directions, I will follow them so you can help me fix the problem. I would really appreciate it! My laptop is a Dell n7010. Additional info: I believe that it is the graphics card that is causing Amnesia to crash, but I am unsure. I have tried running it on the lowest possible settings, and it crashes after the first loading screen. :( Also, I installed via the Ubuntu Software Center after purchasing the Humble Bundle. I have not tried the other games yet.

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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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  • Building (simple) stellar systems

    - by space borg
    hi I'm currently looking at how to simulate easily some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game (hence with space ships moving around). This should all be based around time (so the state of each system differs through time) I'm quite struggling with the math behind this topic, like for example: - ellipse related math, - creating the path from planet A to B having time in mind (respective positions will change over time)... Do you know of any resources for that ? I wouldn't mind even buying books about it... thanks in advance best space borg side note: how to display all this stuff isn't a matter at this point in time, I'll simple plans for that (basically sticking to 2D and a "high level view" with no space ships/planets details, just markers)

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  • Load previous (last) scene used in unity3d

    - by user3666251
    Im making a 2D game for android and I made over 200 levels/scenes.I also made a game over scene that opens when the players collides with an obscale.In the GameOver scene I added a retry button which I wanna make it so it opens the last level played.Im new in Unity and scripting.I've read other similar questions but none of them fixed my issue.Anyone has any idea that could help ? Im doing this because I don't wanna create over 200 game over scenes and edit each obscale in game. Thank you. Edit : Im using javascript.

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  • Need to produce an animated texture of Water where each image tiles in all directions

    - by ProfVersaggi
    I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of something the likes of Blender. The final result from Caustics Generator is 32 images that are actually animated such that when the full 32 images are played in a loop they will seamlessly loop forever. They will not only loop in time, but each image also tile in all directions. This is nice, but it comes in only one flavor so to speak. I'd like to accomplish the same thing with a Blender type tool, and I have actually gotten to the point where I generate the X number of images, but they do not tile in 'all' directions, nor are they slightly animated. I've tried Blender texture animations using offsets but with only limited success. Does anyone know of how to (or of a tool) which will animate textures such that they tile in all (4) directions? Many thanks in advance ....

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • Collision Systems Implementation

    - by hrr4
    Just curious what might be a good way to implement a decent collision system. As a class inherited by a base Entity class? Currently I'm stuck and could just use a couple better ideas than my own. Any help is appreciated! Edit: Sorry, it's 2D Collisioning but honestly, I'm not looking for specific collision methods. I'm looking more about the lines of implementation. Just curious of some of the common methods of how to implement collision systems such as: Should the entire collision system be it's own class? What, if anything, should be inheritable? These are some of my questions. Sorry for the confusion.

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  • Putting a Java/Slick game on your website?

    - by MakesYouStranger
    I've made a simple little 2D game in Java using Slick and I want to embed it in my website. I'm just a little confused as to how to go about it, I'm guessing I need to export it as a WAR file? Sorry if this isn't really specific but oddly enough I couldn't find any information on this subject. I think I may lack the basic vernacular to describe my question, because most of my google and other searches turn up completely unrelated results any help would be appreciated, I just need a starting point. Thanks

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  • C++ Framework for iOS [closed]

    - by myrkos
    I am looking for a simple and easy C++ framework for iOS. Specifically, what I want it to wrap in a C++ API: Simple GUI system 2D Graphics User touch input and accelerometer Networking (UDP sockets) What I'm trying to do is port a multiplayer game to the iOS. I've seen cocos2d-x, but I don't know how stable it is and I don't think it supports networking. Oh, and I want it to be free and open source if possible. Android support is a plus but definitely not required.

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • Collision representation in game overworlds

    - by Akroy
    I'm implementing a 2D overworld where one can walk through an area that is not tile based. I was wondering the best way to implement collisions. In the past when I've done similar things, I've used one image (or set of images) to show an elaborately drawn world and then a second binary image that does nothing but differentiate "wall" and "not wall". Then, I'd use the first for all drawing to the screen, but the second for collision detection. Having another image of the same size to represent collisions seems like lots of overhead. Is there a better way to handle this? (I'm currently using C++ with SDL, although I'm more interested in general concepts)

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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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  • My desktop disappeared, how do I get it back?

    - by sunny
    I have Ubuntu 12.04 LTS. This morning when I logged into my Ubuntu, after login screen the complete desktop was empty, the only operation I could perform is right-click and open terminal. What I've tried: Ctrl+Alt+F1 unity --reset : didn't work From terminal unity --reset : didn't work And from login screen selecting Ubuntu 2D and that also didn't solve the problem. My laptop is Toshiba SA-60 onboard ATI graphic card with 1 GB RAM. Please tell me how to solve this problem. I don't want to reinstall Ubuntu as whenever I install a I/O error pops up, forget about that. I don't want to reinstall Ubuntu. Please help.

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  • Can there be an Environment that Reacts to Weather changes in-game?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I had some recent thoughts about the possibility of creating an environment in a game that interacts with weather (Rain, Snow, Storms) Is it possible to make an environment that can simulate weather changes in a game? I wrote notes on this for weeks now. I was thinking that an increase on environments occlusion maps was necessary for creating the effect of rain on windows, as well as making a flowing liquid surface on windows that is only visible in rain. I was also considering the idea of additive bump-maps on meshes for snow, to simulate accumulation. Are these elements dynamic in Unreal 4? Can I implement them?

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  • Which java game engine is better? [closed]

    - by user1276078
    I'm new to mobile game development and I have a number of questions to ask. So if you could please answer them, it would be highly appreciated The game I'm trying to release is a 2D arcade game. My intention is to release it on both the iOS platform and the Android platform. My best language is Java, so I would like to use a game engine where I can code with that. Which game engine is the best to accomplish all of this? I know that to make an iOS game with Xcode you need to use a Mac. My question is, do you still need a Mac if you're making a game for iOS without Xcode (like with OpenGL or something Thank you in advance

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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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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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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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  • 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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  • ASUS X53S Intel Graphics and Unity 3D

    - by Nordlöw
    I just bought a ASUS X53S. Everything works flawlessly except that I can't run Unity 3D on it because NVIDIA Linux drivers currently doesn't support Optimus. So I'm stuck with the other integrated Intel Graphics Adapter. I'm already installed BumbleBee but it doesn't help with Unity 3D thing. Will the Xorg driver ever support OpenGL and especially GLX_texture_from_pixmap so that Unity 3D will work with it? The Intel driver is really snappy with Unity 2D and seems to support most other X acceleration features such as smooth scrolling.

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  • Game Asset Storage: Archive vs Individual files

    - by David Colson
    As I am in the process of creating a 3D c++ game and I was wondering what would be more beneficial when dealing with game assets with regards to storage. I have seen some games have a single asset file compressed with everything in it and other with lots of little compressed files. If I had lots of individual files I would not need to load a large file at once and use up memory but the code would have to go about file seeking when the level loads to find all the correct files needed. There is no file seeking needed when dealing with one large file, but again, what about all the assets not currently needed that would get loaded with the one file? I could also have an asset file for each level, but then how do I deal with shared assets This has been bothering me for a while so tell me what other advantages and disadvantages are there to either way of doing things.

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  • How can I keep the correct alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles.

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  • HTML5 Game (Canvas) - UI Techniques?

    - by Jason L.
    Hi! I'm in the process of building a JavaScript / HTML5 game (using Canvas) for mobile (Android / iPhone/ WebOS) with PhoneGap. I'm currently trying to design out how the UI and playing board should be built and how they should interact but I'm not sure what the best solution is. Here's what I can think of - Build the UI right into the canvas using things like drawImage and fillText Build parts of the UI outside of the canvas using regular DOM objects and then float a div over the canvas when UI elements need to overlap the playing board canvas. Are there any other possible techniques I can use for building the game UI that I haven't thought of? Also, which of these would be considered the "standard" way (I know HTML5 games are not very popular so there probably isn't a "standard" way yet)? And finally, which way would YOU recommend / use? Many thanks in advance!

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  • I.T. degree for game programming?

    - by user6175
    Hi, I am a 19 year old who has always been interested in video & computer games. I developed the interested for game programming about three months ago and started researching on the profession. The only degrees always suggested on the internet and in books are those of computer science, physics, mathematics, & game development. BSc Information Technology has been my major for the past two years; and even though my university teaches we the I.T. students computer programming (in c++, c#, java) and offers us the opportunity to undertake some computer science courses of our choice in addition to the regular I.T. courses, I am feeling insecure about my prospects in getting into the profession. My question is: Will a game development company hire me if I exhibit good math, physics and game programming skills with an I.T. degree? If NO, will I have to obtain an MSc in a much more related course.

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