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  • iOS Development: Should the "playersToInvite" property contain an array of strings or an array of GKPlayer objects?

    - by BeachRunnerJoe
    Should the playersToInvite property of the GKMatchRequest object contain an array of NSString objects that hold the player id's or should it contain an array of GKPlayer objects? The documentation on this critical property is not clear at all and I've tried both ways, but my code isn't working, so I can't tell by experimentation. Here's the description for that property in the docs... A list of players to invite to the match. Why did they even bother writing that? Thanks for your help!

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  • windows keydown listeners in C

    - by numerical25
    I am having a very hard time finding resources that talk about the windows message system. Mainly the keydown constant variables. I need to know what const varibles I need to listen for all keypress especially the arrow keys for C

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  • Which version of .NET is available for Xbox 360?

    - by Rosarch
    I tried to look this up on MSDN, but couldn't get a straight answer. It says: The .NET Compact Framework for Xbox 360 implements a subset of the .NET Compact Framework, and has been optimized to take advantage of and expose the power of the Xbox 360. What exactly is the subset? Which version of the framework? 3.5? 2.0?

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  • understanding of FPS and the methods they use

    - by numerical25
    Just looking on resources that break down how frames per second work. I know it has something to do with keeping track of Ticks and figure out how many ticks occured between each frame. But I never ran into any resources on why exactly you have to use the methods you use in order to get a smooth frame work. I am trying to get a thourough understanding of this. Can any explain or provide any good resources ? Thanks

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  • LoadContent does not work in my components

    - by drozzy
    For some reason the LoadContent method does not get called in my Components. For example I have Game class in which I do: //Game.cs protected override void LoadContent() { editor = new Editor(...); Components.Add(editor); } //Editor.cs public class Editor : DrawableGameComponent{ Game game; public Editor(Game game, ...):base(game){ this.game = game; } //THIS method never gets called! protected override void LoadContent() { background = game.Content.Load<Texture2D>("background"); base.LoadContent(); } } Any tips? EDIT: When you keep in mind the order of Initialize and LoadContent everything works out fine!

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  • Double # showing 0 on android

    - by Dave
    I'm embarrassed to ask this question, but after 45 minutes of not finding a solution I will resort to public humiliation. I have a number that is being divided by another number and I'm storing that number in a double variable. The numbers are randomly generated, but debugging the app shows that both numbers are in fact being generated. Lets just say the numbers are 476 & 733. I then take the numbers and divide them to get the percentage 476/733 = .64 I then print out the variable and it's always set to 0. I've tried using DecimalFormat and NumberFormat. No matter what I try though it always says the variable is 0. I know there is something simple that I'm missing, I just can't find it =/.

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  • turning a project into a static library

    - by numerical25
    I checked out the microsoft documents. it shows how to create a static library upon creation of the project. but not necessarily on how to convert a previously made project, into a static library. So my question is, where do I go to turn my previously made project, into a static lib. so I can include it in my other projects

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  • UDK "Error, Accessing a member of _'s within class through a context expression requires explicit 'O

    - by Ricket
    I get the following error in the UDK Frontend when I try to make my project: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(58) : Error, Accessing a member of GameUISceneClient's within class through a context expression requires explicit 'Outer' The class ZInteraction extends Interaction. Line 58 is: GetSceneClient().ConsoleCommand("KEYNAME"@Key); What is the problem here? I am still investigating and I will update as I find out more. edit: Tried fixing the line up as class'UIRoot'.static.GetSceneClient().ConsoleCommand("KEYNAME"@Key); - no change.

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  • passing a float as a pointer to a matrix

    - by numerical25
    Honestly, I couldnt think of a better title for this issue because I am having 2 problems and I don't know the cause. The first problem I have is this //global declaration float g_posX = 0.0f; ............. //if keydown happens g_posX += 0.03f; &m_mtxView._41 = g_posX; I get this error cannot convert from 'float' to 'float *' So I assume that the matrix only accepts pointers. So i change the varible to this.... //global declaration float *g_posX = 0.0f; ............. //if keydown happens g_posX += 0.03f; &m_mtxView._41 = &g_posX; and I get this error cannot convert from 'float' to 'float *' which is pretty much saying that I can not declare g_posX as a pointer. honestly, I don't know what to do.

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  • Looking forward to a programming future but confused where to start.

    - by Kraivyne
    Hi there, I am very new to this site and to programming. I started doing some basic programming with python a few weeks ago and recently, messing around with Java basics. My main problem is that I am completely overwhelmed and haven't got the slightest clue where I should be starting. I want to learn programming because I really enjoy doing it, the simple applications that I have managed to conjure up put a smile on my face. My plan is to eventually (by eventually I'm talking about 6 years+) go into games programming. I have been informed that C++ is the best way to go about this but haven't got the slightest clue what book/sight is optimal for someone who is still learning the very basics. These are my questions: I have been to the Definitive C++ Book Guide but am still unsure which book is best to start of with. Should I stick with Python or Java instead of moving on to C++? Is there any advice you would give to a beginner programmer? Thanks again for all your help.

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  • Creating New Object of Other Class dynamicly ?

    - by Meko
    I am trying to create new object of other class in a for loop. like for(int i =0;i<10;i++){ Computer p1=new Computer(10,20); } and when I try anywhere to reach p1.someAction(); it say you must declare p1. But if I declare it on top of program how can I create again in loop? I also try only Computer p1; but it gave exeption ..

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  • Some questions about OpenGL

    - by subSeven
    Hello! I want to ask what is the easiest way to make shadow and light volume ? How can I bring to scene more realism? Do you know any nice tricks ? I hear that to make shadow i must use stencil buffer, but I don't know how:/ I can't find any super simple example how to make it.

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  • How to run dubug file on another computer

    - by Pazzy
    I have a debug .exe file that i want to run on other machines that don't have MS Visual Studio 2008 installed on them. How can this be done? The release option doesn't work as the application does not function correctly when build in release (not sure why). At the moment I'm getting a message saying "This application has failed to start because the application configuration is incorrect". An ideas? Cheers.

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  • Need Multiple Sudoku Solutions

    - by user1567909
    I'm trying to output multiple sudoku solutions in my program. For example, when You enter this as input: 8..6..9.5.............2.31...7318.6.24.....73...........279.1..5...8..36..3...... .'s denote blank spaces. Numbers represent already-filled spaces. The output should be a sudoku solution like so: 814637925325149687796825314957318462241956873638274591462793158579481236183562749 However, I want to output multiple solutions. This would be all the solutions that should be printed: 814637925325149687796825314957318462241956873638274591462793158579481236183562749 814637925325941687796825314957318462241569873638472591462793158579184236183256749 834671925125839647796425318957318462241956873368247591682793154579184236413562789 834671925125839647796524318957318462241956873368247591682793154519482736473165289 834671925125839647796524318957318462241965873368247591682793154519482736473156289 But my program only prints out one solution. Below is my recursive solution to solving a sudoku solution bool sodoku::testTheNumber(sodoku *arr[9][9], int row, int column) { if(column == 9) { column = 0; row++; if(row == 9) return true; } if(arr[row][column]->number != 0) { return testTheNumber(arr, row, column+1); } for(int k = 1; k < 10; k++) { if(k == 10) { arr[row][column]->number = 0; return false; } if(rowIsValid(arr, k, row) && columnIsValid(arr, k, column) && boxIsValid(arr, k, row, column)) { arr[row][column]->number = k; if(testTheNumber(arr, row, column+1)==true) { return true; } arr[row][column]->number = 0; } } return false; } Could anyone help me come up with a way to print out multiple solutions? Thanks.

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  • Vertical circular motion : time(x/y) versus velocity equation

    - by adeeti
    Hi, I wanted to simulate the following through animation : A ball starts with a certain velocity at the bottom most point of a vertical circular loop and keeps rolling in it until its velocity permits. For this, I wanted to find velocity/x/y vs. time equation. For e.g. if the ball had mass : 5Kg, radius of the circular loop = 10m, and initial velocity of the ball is 200 m/s, what will its velocity and (x,y) position be after 5 seconds? thanks.

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  • PC monitors shut off and system hangs while playing 3D games, but sound continues - Diagnosis?

    - by Jon Schneider
    Two days ago, I started running into a problem with my Windows PC: The PC's two connected monitors simultaneously lose signal and go black (as though the PC had been powered off). The keyboard's Numlock, Capslock, and Scroll Lights will become "stuck" in their current positions, as though the PC is hung. (For example, the Numlock light on the keyboard remains lit regardless of me pressing the Numlock key repeatedly.) No keyboard input does anything. (Ctrl+Alt+Del, Ctrl+Shift+Esc, Ctrl+C, etc.) However -- Whatever sound/music the PC was playing continues to play, and the PC's fans continue running, so the PC hasn't powered itself off or rebooted itself. Opening up the case, the graphics card is pretty hot to the touch. I had this happen 3 times in one evening. In all cases, I was playing a game with 3D graphics when the problem occurred (Torchlight, Minecraft, Magic: The Gathering 2012, Avadon: The Black Fortress demo). I have yet to have the problem happen when I'm not playing a game. This system has been running stable for about 2.5 years prior to this. I didn't make any changes to the system prior to the problem starting to occur. System specs: OS: Windows 7 64-bit Processor: Intel Core 2 Duo E7200 Wolfdale 2.53GHz Video Card: XFX GeForce 9800 GT 512 MB Motherboard: Foxconn P45A-S LGA 775 Intel ATX RAM: Corsair 4 GB (2x 2GB) DDR2-800 (PC2 6400) Full specs: New PC 2008 Troubleshooting tried so far (the problem occurred again after taking each of these steps, one at a time): Updated the video drivers with the latest drivers from NVidia's site. Opened up the case and cleaned out the video card and processor fans (both were pretty dirty). Installed and ran temperature monitor software. The processor idles at about 50 degrees C, and goes up to about 63 degrees C while playing a game (seems on the warm side, but not excessively so?). The software wasn't able to report the temperature of the GPU -- not sure this particular GPU supports software temperature readout? My initial diagnosis is that maybe the GPU is on its last legs (given that it seems to be running pretty hot, and the problem only occurs while playing 3D games). Does this seem likely? Or is it likely that this problem is caused by the processor, RAM, or motherboard? Or could this be a software issue of some kind? Thanks for any advice!

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  • Would adding award points or game features to workplace software be viewed poorly amongst the programming community?

    - by Eric P
    So one of my responsibilities at work is to build an internal tool that helps the workers enter in all their information. It's an enterprise application that is similar to a Windows forms database tool. So it's not much different than like developing a Word + Excel combo application, but the average person in this workgroup is a 20-40 year old woman or a random chatty male type. Plus I know all of these people are heavily involved with Facebook on a daily basis. How bad would it be if I styled my new interface to be similar to what Facebook does. People could get award points and stuff when they fill out different types of forms and basically compete against each other like it was a game. When people had completed one, it would be posted on their wall and everyone could comment/like stuff just like in Facebook. And it would be like they are doing peer reviewing for fun. The rewards would be outstanding I would imagine. These people are so into Facebook and Facebook games that productivity would rise due to them trying to compete and earn points and achievements. Would this be taking advantage of the people by 'tricking them into working harder by giving them a game' or would it be viewed as something that would improve happiness at work?

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  • How to calculate the normal of points on a 3D cubic Bézier curve given normals for its start and end points?

    - by Robert
    I'm trying to render a "3D ribbon" using a single 3D cubic Bézier curve to describe it (the width of the ribbon is some constant). The first and last control points have a normal vector associated with them (which are always perpendicular to the tangents at those points, and describe the surface normal of the ribbon at those points), and I'm trying to smoothly interpolate the normal vector over the course of the curve. For example, given a curve which forms the letter 'C', with the first and last control points both having surface normals pointing upwards, the ribbon should start flat, parallel to the ground, slowly turn, and then end flat again, facing the same way as the first control point. To do this "smoothly", it would have to face outwards half-way through the curve. At the moment (for this case), I've only been able to get all the surfaces facing upwards (and not outwards in the middle), which creates an ugly transition in the middle. It's quite hard to explain, I've attached some images below of this example with what it currently looks like (all surfaces facing upwards, sharp flip in the middle) and what it should look like (smooth transition, surfaces slowly rotate round). Silver faces represent the front, black faces the back. Incorrect, what it currently looks like: Correct, what it should look like: All I really need is to be able to calculate this "hybrid normal vector" for any point on the 3D cubic bézier curve, and I can generate the polygons no problem, but I can't work out how to get them to smoothly rotate round as depicted. Completely stuck as to how to proceed!

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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