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  • Protect Your Virtual World

    Technology is definitely very seductive. The thrill of getting more into newer technologies and the wow factor of sleeker design are irresistible. But as we all know, every step we take has some draw... [Author: Francis Regan - Computers and Internet - May 04, 2010]

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • Will the world depend less of developers?

    - by nmiranda
    Hi everybody, yesterday I had a little chat with a friend that is in the field of development as I am. And he told me that he planned to change of business, I mean, he wants to get off developing cause he doesn't think that it has future. "There will come days were you could have a job as a developer but you would never get rich" he said. "Nowadays is more important to have an idea and develop it in a product than being a software developer. Today you can find a lot of applications that can help you to make it. We have already non-sql databases, better cases than 10 years ago and other tools much of them free, everything is directed to depend less of developers and you'll see it more 10 years from now" Do you agree with that?

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  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

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  • No sound in World of Goo?

    - by user37805
    I installed WorldOfGooSetup.1.41.deb and it didn't work. There was a segmentation fault error (core dumped) in terminal. I fixed that with: sudo cp /usr/lib/x86_64-linux-gnu/libvorbis.so.* /opt/WorldOfGoo/libs32 sudo cp /usr/lib/x86_64-linux-gnu/libvorbis.so.* /opt/WorldOfGoo/libs64 That error is new for me as I have never had it before with previous releases of Ubuntu. The game starts now but no sound effects or music is played. I can hear music with my computer, videos, etc, so it is not a volume control problem. I am using ubuntu 12.04 final release.

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  • Quality Links Arranged in World Wide Categories

    Shopping is the examining of goods or services from retailers of products by consumers, all of which fall into various shopping product categories that are based on the way consumers. The term shopping carts refers to a variety management and its own tenants.

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  • Representing a world in memory

    - by user9993
    I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory. I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages. The design I have currently has a ChunkManager class that uses a .NET List type to store instances of Chunk classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game. Inside the Chunk classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block objects. (Three dimensional because I need XYZ values) Here's the problem: The Block class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc. So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell. This is how I currently have the three dimensional array declared in my Chunk class: private Block[][][] ArrayOfBlocks; But obviously this will only accept Block objects, not any of the other classes that inherit from Block. How would I go about creating this? Or am I doing it completely wrong and there's a better way?

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  • Really, Mobile Devices will Take Over the World?

    - by p.gielens
    My blog has been quiet for quite a while. My inspiration comes from crunching/exchanging information which I should do more often. Gartner analysis tells us that by 2013 mobile phones will overtake PC’s as the most common Web access device worldwide. A few years back I would have said non sense, but apparently most Web users are comfortable with less processing power. Just take a look at the increasing business in Netbooks. Wouldn’t it be great to have a mobile phone which can connect wirelessly to my home TV, monitor, car display, mouse, keyboard, etc? And to have the processing power of the current Netbook generation? Where can I buy it? Why are we making our PC devices (for instance the slate) smaller while we can make our mobile device’s functionality bigger? What about the single responsibility principle? Does it apply to physical devices as well as good object-oriented software?

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  • Managing shots of the player

    - by Bitbridge
    I'm currently developing a 2D Jump'n'Run and the situation is the following: The player has different weapons he can collect and is then able to shoot the weapon's projectiles (laser, rockets, whatever). In my previous game (space shooter) I just had a manager class for all the weapon-shots, it stored them in a container and then updates and draws every single one. When the "shoot-event" occurred, the "ProjectileManager" was notified and it added the wanted projectile. The input for player action is handled in the player-class, so the player would have to know the manager to call the function of the manager. I also have a collisionManager, that checks for collisions between, for example, enemies and the projectiles and then notifies these objects. However, I somehow have the feeling, that I shouldn't use this approach and that there might be a better way to handle this. I know, the question is a bit vague, I'm pretty much just looking for input and ideas to improve my design.

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  • The World Wide Phenomenal SEO

    The experts believe that Search Engine Optimization is a defining aspect of the Internet marketing as a whole. The main reason for this thought process is based on the fact that nearly 90% of all Internet traffic is driven by search engines.

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  • Google's Slow March Toward World Domination

    <b>Daniweb:</b> "Google does a lot of things well, maybe too well, and it's adding to its portfolio of tools on a weekly basis. At some point you have to look at the number of pies in which Google has its fingers and start to get a little frightened of this company."

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  • CSS In The World Of Website Design

    Style sheet languages are computer languages which have now been heavily used in the Internet. It was introduced in the industry of website design when people sought many ways on how to avoid the use... [Author: Margarette Mcbride - Web Design and Development - May 06, 2010]

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  • Backlinks - Importance in the SEO World

    What if you have a site, and you want to rank higher? What if you are building a site, and what to know, how much effort will it take to be first in ranks? Or if you are a SEO freelancer, and need to decide the price for your job? Well, now you have to study your competition.

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