Search Results

Search found 5665 results on 227 pages for '2d games'.

Page 177/227 | < Previous Page | 173 174 175 176 177 178 179 180 181 182 183 184  | Next Page >

  • XNA 4.0 - Purple/Pink Tint Over All Sprites After Viewing in FullScreen

    - by D. Dubya
    I'm a noob to the game dev world and recently finished the 2D XNA tutorial from http://www.pluralsight.com. Everything was perfect until I decided to try the game in Fullscreen mode. The following code was added to the Game1 constructor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = true; As soon as it launched in Fullscreen, I noticed that the entire game was tinted. None of the colours were appearing as they should. That code was removed, the game then launched in the 800x480 window, however the tint remained. I commented out all my Draw code so that all that was left was GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //gameState.Draw(spriteBatch, false); //spriteBatch.End(); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); //gameState.Draw(spriteBatch, true); //spriteBatch.End(); base.Draw(gameTime); The result was an empty window that was tinted Purple, not Blue. I changed the GraphicsDevice.Clear colour to Color.White and the window was tinted Pink. Color.Transparent gave a Black window. Even tried rebooting my PC but the 'tint' still remains. I'm at a loss here.

    Read the article

  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

    Read the article

  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

    Read the article

  • why doesn't my computer resume after sleeping overnight?

    - by bamdad
    i'm having a weird, weird bug that's been haunting me since 11.10. if i listen to music or watch a video and my computer automatically goes to sleep at night, it won't properly resume in the morning. otherwise, suspend and resume works just fine. what happens is that the wi-fi and bluetooth indicator (that turns from white to orange when suspending) stays orange, the display doesn't turn on, and the only option i have is to hard reset the machine. here's what i've tried so far: installing (and uninstalling and reinstalling) laptop-mode-tools switching the proprietary wireless driver (broadcom-wl) to the open source one (brcmsmac & bcma) and back unloading (and blacklisting) all bluetooth modules (rfcomm, btusb, bnep, bluetooth) and stopping (# stop bluetooth) and disabling (# echo 'manual' /etc/init/bluetooth.override) the bluetooth service creating a custom pm sleep action as suggested here: http://ubuntuforums.org/showthread.php?p=11926504 not watching youtube / any stuff that uses flash before going to sleep (i have flashblock, and i checked $ ps aux | grep flash) because i suspected flash to be the culprit trying out different versions of fglrx (the one from the repos, then installing the latest one from amd's site via generated .deb files, then back to the official ones) none of these worked. i remember back in the days of 10.04, there was a gconf key called network sleep: i thought about disabling that, since re-enabling the wireless card seems to be the problem (according to the indicator led), but the option appears to be missing from gnome 3 (unity-2d, whatever). does anyone have any ideas? thanks, bamdad

    Read the article

  • 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?

    Read the article

  • Problem with SAT collision detection overlap checking code

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks! EDIT: The question has been solved. For those interested in the working implementation: Click here

    Read the article

  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

    Read the article

  • How to plan/manage multi-platform (mobile) products?

    - by PhD
    Say I've to develop an app that runs on iOS, Android and Windows 8 Mobile. Now all three platforms are technically in different program languages. The only 'reuse' that I can see is that of the boxes-and-lines drawings (UML :) charts and nothing else. So how do companies/programmers manage the variation of the same product across different platforms especially since the implementation languages differ? It's 'easier' in the desktop world IMO given the plethora of languages and cross-platform libraries to make your life easier. Not so in the mobile world. More so, product line management principles don't seem to be all that applicable - what is same and variant doesn't really matter - the application is the same (conceptually) and the implementation is variant. Some difficulties that come to mind: Bug Fixing: Applications maybe designed in a similar manner but the bug identification and fixing would be radically different. A bug on iOS may/may-not be existent for that on Android. Or a bug fix approach on one platform may not be the same on another (unless it's a semantic bug like a!=b instead of a==b which would require the same 'approach' to fixing in essence Enhancements: Making a change on one platform would be radically different than on another Code-Design Divergence: They way the code is written/organized, the class structures etc., could be very different given the different implementation environments - leading to further reuse of the (above) UML models. There are of course many others - just keeping the development in sync and making sure all applications are up to the same version with the same set of features etc. Seems the effort is 3x that of a single application. So how exactly does one manage this nightmarish situation? Some thoughts: Split application to client/server to minimize the effect to client side only (not always doable) Use frameworks like Unity-3D that could take care of the cross-platform problem (mostly applicable to games and probably not to other applications etc.) Any other ways of managing a platform line? What are some proven approaches to managing/taming the effects?

    Read the article

  • Support our movement?

    - by Mirchi Sid
    | Imagine Freedom 2013 | mnearth Student Programs This is to inform you about the world’s first online student competition called imagine freedom which is conducted by mnearth corporation India .The imagine freedom will be one of the most popular student IT competition in the world .The program will be fully functioned with free and open source software and operating system like Ubuntu Linux and Linux . The Competition have a lot of other categories like web designing , software development and much more .The program coordinates will contact your schools for the selection process and giving the first steps for registration . If you are an expert in Open source free software? Then it is the time for you ! Otherwise do you know anyone who have the skills ? Then inform them about the program . The competitions will be done as a part of Mnearth Student Programs . The program schedule and the local competition information will be send after getting the applications . The competitions are categorized into three . |Categories Of Participants Animation Films Multimedia Presentation 3D Animation Web Designing Software Development Innovations Cloud Apps Games etc. . . . . . |Levels Of Participants High School Level Higher Secondary Level Collage Level University Level |High School level This levels is for the students who is students . It’s age limit is 12 - 24 years . The competitions will be started on this year for selecting the good students who have the talent . For more information Send to : [email protected] Call us on :04936312206 (india) Join with the Community on facebook : follow us on twitter : www.twitter.com/imaginatingkids www.facebook.com/imaginefreedomonce

    Read the article

  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

    Read the article

  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

    Read the article

  • How to customize live Ubuntu CD?

    - by karthick87
    I would like to customize Ubuntu live CD by installing some additional packages. I have followed this link but it doesn't seems to work. Can anyone provide clear instructions? Thanks in advance! Customization Packages that I want to install: Thunderbird Samba SSH Changes that I need: Remove Games menu from the Application menu Firefox shortcut on desktop Radiance as the default theme Different default Ubuntu wallpaper Note I do not prefer Remastersys, manual way will be appreciated. updates I want the panel to be placed at the bottom. I want to paste my samba configuration file instead of default samba configuration. And i have few firefox shortcuts and Folders, i have to show that in Desktop. Also it will be nice if you say me how to change the icon sets. Recent Updates I have customized ubuntu 10.10 with firefox shortcuts and few folders on desktops. Everything went smooth. But the installer gets crashes after choosing the timezone. How do i fix this issue? Also setting wallpaper affects the login screen. The wallpaper which i set is displayed on the login screen also. I just want the default one for the login screen.

    Read the article

  • Dual Booting Windows 7 and Ubuntu 12.04. Partition Sizes?

    - by John F.
    I'm about to reinstall Windows, so I thought that I'd try Ubuntu out on a partition just for fun. My question is, how large should my partitions be for each of them? I know this various depending on what you use, so i'll give you a general idea of what I have, and what I have in mind. I'm currently running: Windows 7 Professional (64bit) RAM: 4GB CPU: 2.5Ghz Quad Core processor HDD: 500GB GPU: 1GB Nvidia GeForce I have around 130GB in Steam games, and some heavier applications like Photoshop CS6, Sony Vegas Pro 11. But other Applications I use are: Chrome Skype Dxtory Fraps OpenOffice BitTorrent and other assorted smaller programs. So, I was thinking that I would give my Windows partition about 150-200GB, my Ubuntu Partition around 20GB, and the rest to shared storage. I'm not really sure if I'd need more or less on Ubuntu, because I've never used it and I'm not really sure what kind of apps i'd be using over there. This would also be a clean install, so I'd be wiping my HDD, creating the Partitions in GParted, then installing Windows with Ubuntu following that. Any critique you could give me? Maybe explanations to what the /root, /boot and /home partitions I hear are about? Thanks in advanced if you actually read this lengthy thing! Any help is appreciated. (x

    Read the article

  • Ubuntu 11.10 w/ Cinnamon - Icons are gone and pictures do not display

    - by B U N N Y
    I'm new on this site and new to using Ubuntu and all. I currently have Ubuntu 11.10 and Cinnamon along with it. I've recently downloaded only a few applications, like the Adobe shockwave as well as a few games. After the downloads, the icons for the windows (the close, minimize, and maximize) are nothing but streaks of colours, and now just plain black, picture previews in my picture folder is gone, some icons on the panels are missing, and icons in the control center are gone. I'm sure more are gone, but that's the ones that I see often. I'm not sure what caused this to happen?? Please get back to me soon! I'm worried about what has happened. ): This is my only laptop to get online. I have no other way besides the library but that takes too long.. EDIT: Okay, I had asked my sister for some help and she helped me restore my minimize, maximize, and close button but I still haven't figured out how to show the icons in the cinnamon dock (which I have set at the top of the window) and how to have my pictures show up again. All of my pictures are just blank and I can't even preview them. They still have their file names but that is it. I'm not sure what has happened. I haven't downloaded any new apps as of the new edit.

    Read the article

  • Where I'll Be At JavaOne 2012

    - by Geertjan
    Fun and games for me at JavaOne 2012. Below are the sessions/BOFs/tutorials I'll be attending. The items in red are the sessions and BOFs where I'll be speaking, either as the main/only speaker or as a supporting speaker in someone else's presentation, while the other items (except for the NetBeans booth duties and mini presentations, which are included below) are items I'm interested in and so will be sitting in the audience: Sunday: NetBeans Day Monday: 10:00 - 12:00 TUT4801: Make Your Clients Richer: JavaFX and the NetBeans Platform 12:20 - 12:30 Mini Presentation in OTN Lounge: What's New in NetBeans IDE? 13:00 - 14:00 CON7050: How My Life Would Have Been So Much Better If We Had Used the NetBeans Platform 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans and Java EE 15:00 - 16:00 CON4038: Project EASEL: Developing and Managing HTML5 in a Java World 16:30 - 17:15 BOF6151: NetBeans.Next: The Roadmap Ahead 17:30 - 18:15 BOF3332: Lessons Learned in Writing a PDF-to-JavaFX Converter for NetBeans 18:30 - 19:15 BOF4920: Runtime Class Reloading for Dummies Tuesday: 9:30 - 11:30 NetBeans Booth 11:30 - 12:30 CON6139: Lessons Learned in Building Enterprise and Desktop Applications with the NetBeans IDE 13:00 - 14:00 CON4387: Bringing Mylyn to NetBeans and OSGi, Bridging Their Worlds 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans Java Editor 15:30 - 17:30 NetBeans Booth 17:30 - 18:15 BOF3665: Custom Static Code Analysis 18:30 - 19:15 BOF5806: Doing JSF Development in the NetBeans IDE  Wednesday: 8:30 - 9:30 CON5132: NetBeans Plug-in Development: JRebel Experience Report 10:00 - 11:00 CON2987: Unlocking the Java EE 6 Platform 11:30 - 12:30 CON10140: Delivering Bug-Free, More Efficient Code for the Java Platform 13:00 - 14:00 CON3826: Patterns for Modularity: What Modules Don’t Want You to Know 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans Platform 15:00 - 16:00 CON3160: Dynamic Class Reloading in the Wild with Javeleon Thursday: 12:30 - 13:30 CON4952: NetBeans Platform Panel Discussion 14:00 - 15:00 CON11879: Getting Started with the NetBeans Platform There are several sessions/BOFs I would have liked to be able to attend, but because of clashes with other sessions that I need to see slightly more urgently, I won't be able to attend those, unfortunately. Will be a busy but interesting time, as always! The entire list of NetBeans-oriented sessions can be found here: http://netbeans.org/community/articles/javaone/2012/index.html

    Read the article

  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

    Read the article

  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

    Read the article

  • Dual displays not working with Xinerama in Ubuntu 12.04

    - by user68489
    I just upgraded from Ubuntu 10.10 to 12.04. I had been using a display configuration just like the one described at http://bitkickers.blogspot.com/2009/08/rotate-just-one-monitor-with.html without any problems under 10.10. I have an nvidia Quadro FX 380 and have upgraded to the latest drivers (295.49). Everything appears to be fine when the system first boots up. However, after logging in, the left screen goes black, and the right screen displays what should be displayed on the left screen. Logging into Ubuntu 2D somewhat improves things. The left screen correctly displays the left portion of the desktop but the right screen contains a duplicate view of the left screen. Turning off Xinerama and enabling TwinView appears to fix the issues but does not allow the right monitor to be rotated. Since the display problems start to occur only after logging on, I thought it might have to do with carryover user configuration from 10.10 but the problems persist even when logging in as a guest. Clicking on System Settings - Displays results in the error message "Could not get screen information - RANDR extension is not present." Any help would be greatly appreciated.

    Read the article

  • JiglibX addition to existing project questions

    - by SomeXnaChump
    Got a very simple existing project, that basically contains a lot of cubes. Now I am wanting to add a physics system to it and JiglibX seemed like the simplest one with some tutorials out there. My main problem is that the physics don't seem to be working how I imagined, I expected my tower of cubes to come crashing down, but they dont seem to do anything. I think my problem is that my cubes do not inherit DrawableGameComponent, they are managed by a world object that will update and render them. So they are at no point put into the games component list. I am not sure if this means that JiglibX will not be able to interact with them as in all the tutorials there are no explicit calls to add the Body objects to the physics system, so I can only presume that they are using a static/singleton under the hood which automatically hooks in all things, or they use the game objects component list somehow. I also noticed that in alot of the tutorials they use the following when setting up the physics system: float timeStep = (float)gameTime.ElapsedGameTime.Ticks / TimeSpan.TicksPerSecond; PhysicsSystem.CurrentPhysicsSystem.Integrate(timeStep); Would it not be better to keep a local instance of the created PhysicsSystem object and just call myPhysicsSystem.Integrate(timeStep)?

    Read the article

  • Is There a Cloud Over OpenWorld?

    - by Tony Berk
    If you have been to OpenWorld in the past, you know it can be overwhelming or at least a bit "large." If this is your first time at OpenWorld, get ready! You are in for a big (or I should say HUGE) treat. The first thing you'll notice when you get to San Francisco is there are a lot of people, buses with "Oracle" posters, large exhibit halls filled with demos, games and tchotchkes from vendors with hot new solutions, and then there are the sessions. Yes, in fact there are over 2000 sessions. How can you possibly sort through 2000 sessions to find the best 20 or so for you? Which are the 1% for you? We will try to help with some insight over the next few weeks.  I'm going start at the highest level. Up in the Clouds! Since I know many people are looking for an update on The Oracle Cloud. We will drill down into the cloud and other topics for CRM and Customer Experience sessions in the next set of posts. Below is a list of some of the Oracle executive keynotes during OpenWorld highlighting The Oracle Cloud and applications related topics (the full list is here). In these sessions you will get details on Oracle's strategy and how Oracle is changing the industry to help our customers be more efficient, effective and innovative. Sunday, September 30 6:00pm - 7:00pm Larry Ellison: Hardware and Software, Engineered to Work Together: Why it's a Different Approach Tuesday, October 2 8:45am - 9:45am Thomas Kurian: The Oracle Cloud: Oracle's Cloud Platform and Application's Strategy Tuesday, October 2 3:30pm - 4:30pm Larry Ellison: The Oracle Cloud: Where Social is Built in Thursday, October 4 9:45am - 10:45am Mark Hurd: See More, Act Faster: Oracle Business Analytics We encourage you to also join the keynotes on the Oracle Database and Cloud Infrastructure and the fascinating partner keynotes, as well. Check the full list on the OpenWorld site. Oh, if you haven't registered yet, what are you waiting for? OpenWorld Registration Details.

    Read the article

  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

    Read the article

  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

    Read the article

  • How to customize the Ubuntu Live CD?

    - by karthick87
    I would like to customize Ubuntu live CD by installing some additional packages. I have followed this link but it doesn't seems to work. Can anyone provide clear instructions? Note: I do not prefer Remastersys, manual way will be appreciated. Customization Packages that I want to install: Thunderbird Samba SSH Changes that I need: Remove Games menu from the Application menu Firefox shortcut on desktop Radiance as the default theme Different default Ubuntu wallpaper Configuration file changes I want the panel to be placed at the bottom I want to paste my Samba configuration file instead of default Samba configuration I have few Firefox shortcuts and folders I would like to show that in Desktop Also it will be nice if you say me how to change the icon sets Recent Updates I have customized Ubuntu 10.10 with Firefox shortcuts and few folders on desktops. Everything went smooth. But the installer gets crashes after choosing the timezone. How do i fix this issue? Also setting wallpaper affects the login screen. The wallpaper which i set is displayed on the login screen also. I just want the default one for the login screen.

    Read the article

  • How to run around another football player

    - by Lumis
    I have finished a simple 2D one-on-one indoor football Android game. The thing that it seemed so simple to me, a human being, turned out to be difficult for a computer: how to go around the opponent … At the moment the game logic of the computer player is that if it hits into the human player will step back few points on the pixel greed and then try again to go towards the ball. The problem is if the human player is in-between then the computer player will oscillate in one place, which does not look very nice and the human opponent can use this weakness to control the game. You can see this in the photo – at the moment the computer will go along the red line indefinitely. I tried few ideas but it proved not easy to do it when both the human player and the ball are constantly moving so at each step computer would change directions and “oscillate” again. Once when the computer player reaches the ball it will kick it with certain amount of random strength and direction towards the human’s goal. The question here is how to formulate the logic of going around the ever moving human opponent and how to translate it into the co-ordinate system and frame by frame animation… any suggestions welcome.

    Read the article

  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

    Read the article

< Previous Page | 173 174 175 176 177 178 179 180 181 182 183 184  | Next Page >