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  • Using Single Image for Map in 2D Platformer

    - by Jon
    I'm fairly new to game development, and have been messing around with Slick2D. Currently, my map consists of objects that are represented as rectangles. If I wanted to use am image simlar to: How would I be able to use this image to make a level? That question is a bit vague, but like I said, I'm new to game development and am not familiar with terminology or procedures. But going along with this question, how would I also use non-rectangular objects/platforms? Thanks

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  • Application window as polygon texture?

    - by nekome
    Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it? I'm talking about Windows platform, and maybe OpenGL but I guess it doesn't matter is it OGL or DX. For example: I run Calculator using WINAPI functions (preferably hidden, not showing on desktop) and I want to render it inside 3D scene on some polygon but still be able to type or click buttons and have it respond. My idea to realize this is to have WINAPI take screenshot (or render it to memory if possible) of that Calculator and pass it to OpenGL as texture for each frame (I'm experimenting with SDL through pygame) and for mouse interactivity to use coordination translation and calculate where on application window it would act, and then use WINAPI functions such as SetCursorPos to set cursor ant others to simulate click or something else. I haven't found any tutorials with topic similar to this one. Am I on a right track? Is there better way to do this if possible at all?

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  • Which is better a computer science degree or a Software engineer degree?

    - by Shadow wolf
    I'm asking here so since you all have experience in or around game programming, that's what I want to do, and I’m trying to find as many options as I can before my senior year, which is next year. So do you have any opinions on the matter of which would give me a better education in programming? Please no talking about anything other than the two degrees because I know of game programming degrees out there but I like to see which of these would provide the best alternate choice.

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  • Android real time multiplayer over LAN

    - by Heigo
    I've developed several games for the android platform and now planning to create my first multiplayer game. What I have in mind is basically just a 2-player game witch you can play with 2 phones over local area connection/WiFi. Both phones need to be able to pass 3 integer values to the other phone in real time. So far I have considered using Socket's, but before I dig into it too deep I wanted to ask if there might be a better approach? Thanks!

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  • World orientation in OpenGLES clarification

    - by Dev2rights
    I have a 3d tile map made up of individual billboards in OpenGLES. Each is a 2 triangles mesh and has a 3D Vector to determine its position and another defining its rotation from the origin at (0,0,0). Im trying to work out how to rotate the entire tile map around a point be that the origin or some arbitrary point in space. Im guessing i need to set up a Model Matrix instead for each tile. Then set up a world matrix for the world. Then on updating i would translate the world matrix and change the orientation and multiply it with each model matrix before rendering. Is this correct ?

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  • Damageable ground similar to pocket tanks or archanists [closed]

    - by XenElement
    Possible Duplicate: Implementing a 2D destructible landscape (like Worms) A really cool feature in both the iPhone game pocket tanks and the online jagex game archanists is ground which can be blown up. When a projectile collides with the ground, an area equal to the blast radius which overlaps the ground is removed. It's strictly two dimensional, but it makes the experience that much more dynamic since you can dig a hole under your opponents or yourself. How is this implemented?

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Override close button

    - by mmimaa
    How can I override the close button near minimize/maximize in such a way that the application doesn't automatically close. I want it to show an exit screen or something like this, so I would like to be able to delay the close and display something on the screen when I press the red close button. At first I thought that I should override the OnExiting() method, but I couldn't get it working. This is my first attempt at creating a fully functional game, so I have no previous experience in game development nor with XNA.

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  • Can you run OpenGL 2.0 on modern machines?

    - by thePalindrome
    I'm looking to get into 3d with OpenGL, using SDL to help with other stuff. I found plenty of good tutorials (lazyfoo is a big one), but "Learning Modern 3d Graphics Programming" uses a newer version of openGL that I'm not able to run! I opened up OpenGL extensions viewer, and I can only run OpenGL 2.0, whereas most tutorials are in higher versions. I ask this because I've heard that just about everything in 2.* got depreciated in the newer versions, so I'm worried that my code might not work. I'm looking at a few other tutorials, but I'm so used to SDL that those just confuse me... So should I bother trying to do graphics programming now, or should I just wait until I can upgrade my computer?

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  • Twitter integration

    - by qaisjp
    My computer game is powered using Love2d in Lua, there is dead space in the menu of my game and I'd like to fill it up with something. So I'll like to put a twitter feed there, how can I receive all the twitter posts created by AND mentioned from @stickydestroyer; how can I make it look good and code the actual thing. I know I have to use some sort of cURL module, but how can I get the feed AND make it looking nicely?

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  • How can I implement smooth rotation from one direction to another?

    - by user1759052
    I'm having a problem with animating rotations with 1Matrix.CreateRotationY() with my basic 3D game. Based on where you click the mouse, I want the 3D object to rotate to that direction and then move. I am using this to determine the target direction: float rot = (float)(Math.Atan2(X, Z)); It gives me the correct value, but I am not sure how to handle the rotation animation from current direction to new direction. I've tried a few things, but to no avail. Do you guys know of any good ways of solving this issue?

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  • iPhone Game Developers - What does your toolchain look like?

    - by slf
    For example: source control: git + adobe drive 3d: google sketchup - *.dae - blender - *.obj 2d: photoshop/illustrator - *.png audio: audacity - *.caf code: ArgoUML, Xcode, Textmate test: OCUnit build: rake, Xcode Feel free to mention any other tools that you think are awesome :) Changed to Community Wiki

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  • how relate one table to another for future records

    - by Sinan
    I have a games table which holds the data about a game. Then another table which holds the data about news. So far so good. First I thought about creating a junction table for game_news so I could relate news to games. This way works as intended when the game exists. So whenever I insert a news I can relate it to a game using the junction table. However there are cases when there is news about game but the game isn't published and it doesn't exists. So my question would be; is there a way to relate these news to a particular game when the game record is created. What is the best way to do this? Any ideas?

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  • 2 Classes need each other declared C++

    - by Prodigga
    I have a "Game" class which holds all the games settings and manages the game. I have a "Grid" class which is the grid the game is played on. The "Game" class initializes a "Grid" object as one of its members (passing itself ("this") as one of the parameters for "Grid"s constructor).. The "Grid" object therefor needs to deal with a "Game*" pointer. To do this it needs to know what "Game" is; i need to declare it before "Grid". But "Game" uses "Grid"...so it also needs "Grid" declared before it. so confused on how to include headers/etc correctly here..

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  • MS SQL Server Job with precise timing

    - by TcKs
    Hi, I have a DB with game data (map, players, etc...) and I have a game core mechanics writen in T-SQL stored procedure. I need process game loop (via the stored procedure) every "X" seconds. I tried used the SQL Job, but when I set the interval to seconds, the SQL server stops responding. If I set the interval greater than one minute, all was ok. I need game loop precise in time, e.g. the game loop will run only once and will be executed every "X" precisely (tolerance should be less than one second). Can I do it with MS SQL Server capabilities? Or should I create a windows service which will repeatly execute game loop procedure? Or should I go another way? Thanks! EDIT: The game loop stored procedure takes less than the interval.

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • Did you love the game Mouse Trap as a kid, or something similar? (Programmer Psychology) [closed]

    - by Robert Oschler
    When I was a kid I absolutely fell in love with games that had as a core feature, the need to understand interconnecting structures. My favorite of all time was Mouse Trap. For the younger crowd out there, this was a very cool board game where you built the mouse trap out of the included plastic pieces as you played, with the end goal to trigger the mouse trap. The fully assembled mouse trap was a Rube Goldberg style invention where one operation triggered the next and the next and so on, until the last step dropped a cage on a little plastic mouse. Sometimes when I'm programming and I'm reviewing a particularly complex interaction between components and objects, while tracking the flow path mentally, I say to myself "It's a Mouse Trap!" and I wonder if my early addiction to that game and others like it was portent to my becoming a programmer. Another realization I have sometimes when looking at my code is how daunted I feel at the share complexity involved, followed by a darker comedic amazement at my expectation that it will all come together and work. How about you? Did you find yourself drawn to games that at their heart featured interacting control paths when growing up? Robert.

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  • Selling your iphone games. [closed]

    - by Artemix
    Hi. So, long story short, some days ago I pusblished an iPhone game, I think the game wasnt that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and thats all? Somehow I think that even if you have an awesome game if you dont do that "marketing magic" correctly you will not exist in the store. Now Im making a second game, completly different, and I want to know how to do things right. If anyone knows something about this topic, let me know. Thx in advance.

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  • Load balancing + NAT issue on BNT GBE 2-7 gear

    - by Clément Game
    Hi guys, I've got troubles configuring an Hardware load-Balancer with NAT functions. I have the following architecture: Internet === VIP (public) LB (private ip) ==== private addressed servers When a connection is initialised from the outside (internet) , the LB correctly forwards the SYN packet to one of the private servers. But when these servers want to reply with a SYN/ACK there is a problem. the initial SYN packet had as ip header : VIP = Private_server_Address But the private servers cannot reach VIP from their side (this is normal since it's nated), and then provide a correct reply. Have you guys any solution to correctly forward the packets to their correct destination ? Note: The load balancer, which is the default gw for the servers, also has a NAT rule for "masquerading" (actually more SNAT than real masquerading) Regards, Clément.

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  • Read All The Books from Skyrim on Your Ebook Reader

    - by Jason Fitzpatrick
    If you’re a fan of the wildly popular RPG game Skyrim, you’ve undoubtedly discovered the books sprinkled throughout the Empire. This collection brings them all together for out-of-game reading. Blogger and Skyrim fan Capaneus enjoyed reading the in-game books so much (found on the shelves of homes and otherwise scattered throughout the virtual world) that he did a little digging in the game files to turn up the source of the books. It turns out he didn’t have to dig too deeply, the files are stored as text documents (and if you have a copy of the game installed right now you could easily open them up yourself). He took those text files and carefully formatted them as MOBI and EPUB files, well suited for use on an ebook reader or tablet. Hit up the link below to grab a copy for your own perusal. While we can’t see this lasting long in the age of copyright enforcement and litigation we’d like to think the company behind Skyrim will see the utility of sharing the books (existing Skyrim owners will enjoy it and the curious will likely be inspired to buy the game). Dovahkiin Gutenberg [Capane.us via The Unofficial Apple Weblog] How to Use Offline Files in Windows to Cache Your Networked Files Offline How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers?

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  • DopeWarz 2010

    - by Theo Moore
    A few (6?) weeks ago, I started a project that I've always wanted to do. I am doing a re-write of the old VB6 game DopeWars with a partner in crime. I loved that game and spent many, many hours wasting time playing it years ago. I liked it so much, I even registered it (it was $5...even then, that wasn't much to spend). The VB6 version itself was a port of the old DOS game DrugWars (never go to play that). I needed a game project to work on as it's been far too long since I've done any game work. There is surprising amount of logic built into the game (there is the way I'm writing it, anyway) with what is really a minimal interface. My design goal was to have an object model that could be easily adapted to any interface and so far, I've managed to do that. I am even considering a web-based version that could run via Facebook (no clue how to do that...yet). I've enlisted the help of one of my DBA buddies to work on the interface while I am working on the object model. So far, this arrangement has gone well. The logical separation of concerns allows for us to collaborate easily. Once we get to the Facebook step, it will be great to have a DBA "on staff" to help that part off of the ground. The object model is probably about 60% complete with quite a bit of testing to go. More on this as we go....

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  • Diablo 3 "freezes" periodically

    - by Shauna
    I'm running Diablo 3 (start edition, digital download) on the following: Ubuntu 12.04 64-bit (stock Unity, Gnome, etc; kernel version 3.2.0-29-generic) Wine version 1.5.11 (base, from Wine's PPA, game started with setarch i386 -3) Intel i7 920 CPU nVidia GTX260 with driver version 295.49 ("post-release updates" entry within the proprietary drivers tool), dual monitors 6GB RAM Every so often (and what appears to be at random), the game video will freeze up. I can still move the mouse, and it reacts to ctrl+alt+f2 to drop into text mode, but I can't get back to the desktop (which means I can check terminal to see what's going on after launching from terminal, especially since even in windowed mode, the secondary screen gets shut off by the game), and I can't continue to play the game. In order to get it running again, I have to restart lightdm, then relaunch the game (or, in a couple of rare cases, I had to restart the computer entirely, because running sudo service lightdmn [stop/start] doesn't appear to react). Turning down the video settings seems to have helped in some cases, but not all of them. Times it's frozen on me: The beginning of The Fallen Start quest part 6 - kill the Wretched Mother, right as you walk out of New Tristram and engage in the monsters on the northern path (repeatedly froze here until I adjusted the graphics down) Within the cinematic/event upon finding Deckard Cain While fighting the skeletons to protect Deckard Cain When about to enter Leoric's passage after Cain sends you back to where you found him That's as far as I've gotten through the game so far. Additionally, this doesn't happen on other games I play and seems to only occur with Diablo 3. Has anyone else run into this issue and know a possible cause or fix, or at least know where I can look (and what to look for) to figure out why this is happening?

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  • XboxMP Helps You Find Multiplayer Games for the Xbox

    - by Jason Fitzpatrick
    Searching for the perfect versus or cooperative Xbox multiplayer game can be challenging–the game publisher says it plays four but what exactly does that mean? XboxMP catalogs games with detailed breakdowns of what the multiplayer experience actually entails. You can search first generation Xbox games, Xbox 360 games, and Xbox Live Arcade games with a variety of detailed criteria including the number of players it supports for local, system link, and online play (it may be a deal breaker, for example, that the only way to play the game with 4 players is to have two Xboxes or an Xbox live account). In addition to the multiplayer game data each game listing also includes addition information about the general game play including peripheral support and other features. Hit up the link below to check it out and, for more help finding multiplayer cooperative games, make sure to check out previously reviewed Co-Optimus. XBoxMP What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Is this the correct approach to an OOP design structure in php?

    - by Silver89
    I'm converting a procedural based site to an OOP design to allow more easily manageable code in the future and so far have created the following structure: /classes /templates index.php With these classes: ConnectDB Games System User User -Moderator User -Administrator In the index.php file I have code that detects if any $_GET values are posted to determine on which page content to build (it's early so there's only one example and no default): function __autoload($className) { require "classes/".strtolower($className).".class.php"; } $db = new Connect; $db->connect(); $user = new User(); if(isset($_GET['gameId'])) { System::buildGame($gameId); } This then runs the BuildGame function in the system class which looks like the following and then uses gets in the Game Class to return values, such as $game->getTitle() in the template file template/play.php: function buildGame($gameId){ $game = new Game($gameId); $game->setRatio(900, 600); require 'templates/play.php'; } I also have .htaccess so that actual game page url works instead of passing the parameters to index.php Are there any major errors of how I'm setting this up or do I have the general idea of OOP correct?

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  • Android chess development design [on hold]

    - by Plejo
    I want to develop human vs human android chess game and I have bunch of new questions. I would like to have screen where online players are shown(nickname, rating) and when player challenge antoher player and he accpet it game begins. These are my questions: When player install application, does he have to create account/login or does every instance of installed application have some kind of ID so I can recognize it on server side? I want to have also ratings of players saved in my DB so login procedure will probably be necessary. When player connects to server server updates online players list. When he challenge another player and he accept server exchange ip`s(and ports? which port to use?) between players. Then they connect to each other and game begins. What is best practice for connection between server-android and android-android? Probably sockets, right? Is there any library for handling lost connection etc.? Which server do you recommend?

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