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  • C# on ubuntu 12.04

    - by Deus Deceit
    Is C# a good choice for ubuntu programming? E.g unity, or applications that will run on ubuntu? Am I doing good wanting to learn C# when I'm determined to stick with ubuntu and develop on it or for it? If not, can you give me reasons why? And which languages would be better than c# for ubuntu development? I already know c, c++, java(basics), php, mysql, python(basics). I like to learn new stuff, but stuff that worth my time. Does C# worth my time? If c# worth my time, here's what I have done and what I need: I installed all mono packages I could find on the ubuntu standard repositories. Now I want a good tutorial to get me started. I'm a complete noob with c# so a basic tutorial and how to compile run under ubuntu 12.04 would be great.

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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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  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

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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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  • Google I/O 2010 - Writing real-time games for Android redux

    Google I/O 2010 - Writing real-time games for Android redux Google I/O 2010 - Writing real-time games for Android redux Android 201 Chris Pruett This session is a crash course in Android game development: everything you need to know to get started writing 2D and 3D games, as well as tips, tricks, and benchmarks to help your code reach optimal performance. In addition, we'll discuss hot topics related to game development, including hardware differences across devices, using C++ to write Android games, and the traits of the most popular games on Market. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 10 0 ratings Time: 58:57 More in Science & Technology

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  • New windows from the dock in Gnome Shell

    - by Andrea
    I am using Gnome Shell on Ubuntu 11.10, and I frequently use workspaces, as the shell encourages to do. My only complaint is that it is slow to place different windows of the same program in different workspaces. What I would like to do: click on an empty workspace, click on the Nautilus icon in the dock and browse to the correct folder. Then click on another empty workspace, click on the Nautilus icon and so on. This does not work: the second time I open Nautilus, the dock lets me switch to the previous instance, which is almost never what I want. So I have to click on the Nautilus icon, open a new window, place it on a different desktop, switch to that folder and finally browse to the correct folder. Is there a way to simplify this flow? It would be even better if I was able to link a specific folder from the dock, or better yet to have something similar to a Unity lens, where I can choose between the most used folders.

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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  • Ubuntu 12.04 LTS : la beta 2 de "Precise Pangolin" améliore HUD, Ubuntu One et intègre de nouvelles versions d'applications

    Ubuntu 12.04 LTS : la beta 2 de "Precise Pangolin" améliore HUD Ubuntu One et intègre de nouvelles versions d'applications Mise à jour du 09/04/2012 À quelques semaines de la publication de la version finale de Precise Pangolin, la prochaine version du système d'exploitation fondé sur Linux, Canonical publie la dernière beta de l'OS. La beta 2 d'Ubuntu 12.04 LTS apporte des corrections de bugs et quelques nouvelles fonctionnalités, dont l'ajout du noyau Linux 3.2.0-20.33 qui est basé sur la version stable 3.2.12 du Kernel. HUD, le nouveau menu intelligent pour les applications Unity dont un premier aperç...

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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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  • For some reason I can't get ATI FGLRX Drivers to support 3D acceleration on Ubuntu 12.04

    - by HungryMan
    I have an ATI 5650m and I've had 0 issues with 3D Acceleration in the past. I had to reinstall Ubuntu entirely, and now with the 12.6 drivers I get - One or more tools required for installation cannot be found on the system I can't seem to solve this issue. I installed the FGLRX drivers through the "alternate command line" guide on the Ubuntu Wiki including the instructions for getting 3D support. They seem to install but I get an error with vainfo libva: VA-API version 0.32.0 Xlib: extension "XFree86-DRI" missing on display ":0.0". libva: va_getDriverName() returns 0 libva: Trying to open /usr/lib/x86_64-linux-gnu/dri/fglrx_drv_video.so libva error: /usr/lib/x86_64-linux-gnu/dri/fglrx_drv_video.so init failed libva: va_openDriver() returns -1 vaInitialize failed with error code -1 (unknown libva error),exit I have tried help here: http://ubuntuforums.org/showthread.php?t=2014440 It's a bit frustrating as I can do basically nothing without 3D support. I can't use super + direction or super + w or even configure the Unity bar to be 32px. If anyone could help I'd appreciate that.

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  • On-the-fly file search in gnome 3?

    - by jan groth
    I recently switched to Gnome 3 (on Onereic 11.10). I was a big fan of gnome-do (on Gnome 2), where I heavily used the "files and folders"-plugin. This allows to configure a list of files and folder to be searched on-the-fly while typing. E.g. starting to type "timesheet" opens "timesheet_2011.ods" from my dropbox account... I can't find anything like this in Gnome 3. I know that there is a list of "recent items", and also the name of bookmarked folders in nautilus is searched, but that's not (exactly) what I'm looking for... So, what I want is this: tell Gnome 3 where my files are (certainly not only in my home folder) have them searched on the fly while I'm typing I think Unity offers something like this - but hey, I'm using Gnome 3 ;-) Anything I missed?

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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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  • 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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  • 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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  • 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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  • How to run 2 X sessions with different display managers?

    - by ved2254
    I read about the virtual terminals a little and that gave me an idea. I searched for a way to have two X sessions simultaneously. I had a look at these sites : 1. How to run multiple user X sessions on the same computer, at the same time? 2. How to drag windows between 2 X servers? I tried startx -- :1 but my earlier terminal (on Ctrl+Alt+F7) hung up. How do I ensure this does not happen? My main need is to get Unity on :0 and Gnome-shell on :1 and switch between them like workspaces. As per 2., switching is not recommended as it is not easy. But if I get at least 1., then I'd be happy. I have Ubuntu 12.04 64bit.

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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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  • 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 there any way to downgrade or revert an update to the kernel?

    - by David
    Today I installed the linux 3.9 Kernel update (because I heard it would fix sound through HDMI which I no longer have since installing 13.04). After restarted my computer and logging in my screen has only a desktop, and no dock or tool bar. I tried to reset unity and compiz using guides like this one but nothing happens, even after reboot. Is there any way to downgrade or reset the update? EDIT: Running uname -a in terminal brings up 3.8.0 as my current kernel for some reason.

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  • What is an "integration script" and why would I want one?

    - by ændrük
    When I navigate to Launchpad in Firefox, a pop-up appears: I think, despite its failure to form a coherent question, it's trying to ask me if I want to install an "integration script" called "unity-webapps-launchpad". Sadly, it does not provide me with enough information to make an informed decision, nor does it refer me to a source where I can learn more about it. The top result in my web searches on the topic is my own bug report. While this cyclical phenomenon provides a brief source of amusement, it is ultimately unhelpful. So, once again, I've come to Ask Ubuntu for a nudge in the right direction. What is this thing?

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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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  • 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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  • 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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  • ubuntu 12.10 slow application load upon restart

    - by Adam
    new ubuntu user. after boot (boot is quite fast), opening applications such as firefox, libra, system settings, takes close to 10 seconds to open. after the application is loaded in RAM, the application opens fine. the system feels snappy, quick. when i have two FIREFOX open, unity is snappy in showing me the two windows side by side. but upon bootup, loading the application takes 10 seconds. there is not much hdd activity. fresh install. its the same for system settings and browsing system settings. when system settings is opened for the first time (10 second), and i click for example Color, it will take quite long to open the color settings. hardware: i3 4gb ram radeon 5770 250gb sata gigabyte h55m motherboard i am using ubuntu straight out of the box, no propriety drivers. 64 bit. i have reinstalled OS, and still the same.

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  • How to start gkrellm so that it shows up on all virtual desktops?

    - by Jonik
    I'd like to open the GKrellM system monitor so that it is present on all virtual desktops. How to do that? Using Ubuntu 11.04 (Natty) & classic GNOME (not Unity). Bonus questions: How to skip the gkrellm window from the taskbar (on the bottom of the screen)? How to launch it automatically when logging in? (I can ask those separately, too. Or please point out if some of these are already covered.)

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