Search Results

Search found 4909 results on 197 pages for 'board games'.

Page 93/197 | < Previous Page | 89 90 91 92 93 94 95 96 97 98 99 100  | Next Page >

  • DeskLights Turns Desk Surface Into Giant Multi-Purpose Notifier

    - by Jason Fitzpatrick
    We’ve seen desks with LEDs under frosted glass before, but this is the first desk we’ve seen where the LEDs serve as a sophisticated notification system. Check out the video above to see desk, designed by Michael LaGrasta, in action. The secret sauce is an array of LED modules, linked to an Arduino board, which is in turn running a tiny web server. Hit up the link below for the full build guide. DeskLights 2.0 [via IKEAHackers] Hack Your Kindle for Easy Font Customization HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It

    Read the article

  • Platforms for sharing content and expertise

    - by Thomas
    Are there any platforms / sites where people can share expertise in game development and where you can share (either payed or free) digital content (like images, sounds, animations but also frameworks or libraries) to be used in games? I'd also like the possibility to contact users and request specific pieces of content. I'd like to start out as an indie developer and have programming skills but I lack the experience and time to create ingame artwork and sound. Is there any site where I could locate other people (artists mostly) who would want to work on a game for free? I know I can get most technical questions answered on this site and I have some contacts but I'm affraid this won't be enough.

    Read the article

  • Will having many timers affect my game performance?

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

    Read the article

  • Typical Method Of Building Puzzle Levels

    - by Josh Kahane
    Hi I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once the basis of the game is made, how do developers typically go about building their levels? Do they generally build them from scratch each one more or less, or work of their own template or have some other method which they use to tailor these levels? I imagine building so many levels is a long process, certainly if building each one individually. Do they do this, or have a method which speeds it up once they have their basis? Thanks.

    Read the article

  • Why isn't my monitor's native resolution appearing as an option?

    - by Warren Pena
    I'm on a clean install of Ubuntu 10.04 LTS. My monitor's native resolution is 1280x1024. However, in the Monitor Preferences application, I am only presented with 640x480 and 800x600 as options. My video card is an on board Matrox G200eW. I tried installing the proprietary driver from Matrox's website, but the installer immediately throws four errors. I also tried using xrandr to set my resolution, but it simply pops back saying "Size 1280x1024 not found in available modes." How can I get 1280x1024 added to my available sizes to that I can switch to it?

    Read the article

  • Hard drive and DVD drive are not being detected by the BIOS

    - by Shah Nsd
    My hard drive and DVD drive are not being detected by the BIOS when I go in to the boot option menu by pressing F12. When I put the hard drive in a different computer it's being detected. I am assuming it's either the mother board or the BIOS. Since the HDD is not being detected I have installed Ubuntu on a flash drive, but even that has become so slow, that it takes around 5 minutes for it to boot. I want to flash the BIOS before I think of changing the motherboard. I have downloaded the updated file and it has a flash.bat and a afudos.exe. I have to run the .bat file. I downloaded the Dos in a box and went to the DOS directory where the .bat file is and tried to run it, but it gives me the error message "This program cannot run under this operating system" Any help would be appreciated

    Read the article

  • install Cirrus Logic cs46xx (audio card) drivers

    - by Aikanáro
    I have two sounds cards, one is the on-board (it's VIA) the other is Cirrus Logic cs46xx. This is what lspci shows me: 04:04.0 Multimedia audio controller: Cirrus Logic CS 4614/22/24/30 [CrystalClear SoundFusion Audio Accelerator] (rev 01) It only show the cirrus logic, cause I disable the VIA card through BIOS. This page: http://es.driverscollection.com/?file_id=13152 gives me instructions to install it, but I can follow them because the folders indicates in the page do not matches with the ones that I see in my system. The alsa page: http://alsa-project.org/main/index.php/Matrix:Module-cs46xx, also give me instructions, but I don't understand it. For example, they say: type in a terminal: ./configure but don't say in what directory. I think that isn't instructions for begginers... Right now I can't heard anything. I decide to disable the VIA audio card, cause I've read they don't get along with linux, although i use the integrate VIA video card. I have ubuntu 11.10

    Read the article

  • OT: NCAA Pick'em Returns...

    - by RickHeiges
    Every year in March, the Men's College Basketball Championship Tourney Begins. For the past few years, I've put together a "League". This year is no different. The prize... Bragging Rights - that's it - nothing else.... Follow the link below to sign up! Picks must be made by Thursday before the games begin. http://tournament.fantasysports.yahoo.com/t1/register/joinprivategroup_assign_team?GID=65521&P=sqlblog&P=sqlblog Share this post: email it! | bookmark it! | digg it! | reddit! | kick it!...(read more)

    Read the article

  • What are the advantages and challenges of using HaXe over ActionScript 3?

    - by Arthur Wulf White
    I read this: http://webr3.org/blog/haxe/bitmapdata-vectors-bytearrays-and-optimization/ And this: http://stackoverflow.com/questions/5220045/what-are-the-pro-and-cons-of-using-haxe-over-actionscript-3 http://www.haxenme.org/developers/documentation/actionscript-developers/ I read there are only two books, is that right? http://haxe.org/doc/book I also see that using FlashDevelop you can make an Adobe Air project with HaXe and compile to exe. And begun to wonder from a game making perspective: I saw the example in the first link, are there any additional advantages in performance when using HaXe instead of AS3 for games development (for the web)?

    Read the article

  • The annoyed configuration of java-6-openjdk

    - by kit.yang
    I want to change the java environment to java-6-openjdk. /etc/environment: PATH="/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games" JAVA_HOME=/usr/lib/jvm/java-6-openjdk/ CLASSPATH=.:$CLASSPATH:$JAVA_HOME/lib java -version: java version "1.6.0_20" OpenJDK Runtime Environment (IcedTea6 1.9.5) (6b20-1.9.5-0ubuntu1~10.04.1) OpenJDK 64-Bit Server VM (build 19.0-b09, mixed mode) javac -version:javac 1.6.0_20 But in the shell: the echo $JAVA_HOME result is /usr/lib/jvm/java-6-sun-1.6.0.22 while the $CLASSPATH is /usr/lib/jvm/java-6-sun-1.6.0.22/lib. How to find the other files in which $JAVA_HOME & $CLASSPATH value is setted by the java-6-sun-1.6.0.22 location?

    Read the article

  • Simple 2d game pathfinding

    - by Kooi Nam Ng
    So I was trying to implement a simple pathfinding on iOS and but the outcome seems less satisfactory than what I intended to achieve.The thing is units in games like Warcraft and Red Alert move in all direction whereas units in my case only move in at most 8 directions as these 8 directions direct to the next available node.What should I do in order to achieve the result as stated above?Shrink the tile size? The screenshot intended for illustration. Those rocks are the obstacles whereas the both ends of the green path are the starting and end of the path.The red line is the path that I want to achieve. http://i.stack.imgur.com/lr19c.jpg

    Read the article

  • How to manage two video cards on a laptop that runs Ubuntu 10.10?

    - by Marc-François Cochaux-Laberge
    I have a laptop with two video cards. One ATI and on integrated Intel. On Windows, I can choose which video card I want to use. For example, I use the Intel card for normal use and for gaming, I switch to my ATI card for better performance, but a shorter battery life. In Ubuntu 10.10, only the Intel driver is installed, the ATI driver for my card doesn't work at all and there's heat coming out of my computer all the time, like when I'm playing video games on Windows. I think both cards are active, but only the Intel one is usefull. How can I solve this by making sure Ubuntu is aware of the two video cards and by disabling my ATI. Or may be I am all wrong about this?

    Read the article

  • what is the simplest 3d software for unity?

    - by kdavis8
    Ive heard a lot about Daz studio, Poser, Maya, K-3d, Anim8or, Blender, and all the rest. My question is which one is the best choice in terms of simplicity and quality. price is not an issue really. I'm programming games in java for android mobile devices at the moment but i will eventually move onto larger platforms. I would like to utilize unity3d for the game programming itself and utilize a 3d modeling software just to create the game objects. I just need to know the best one to get started with from scratch or should i use a combination of multiple ones? Any insight for this would be great, thanks!

    Read the article

  • cocos2d-x - object creation and management in game design

    - by Jason
    How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of. Example: Maybe a layerManager that keeps track of all the layers and what is happening for a particular scene. Maybe a sceneManager for sharing objects among scenes But then getting to game play itself, what if you have 100 objects on the screen each with its own state and happenings, there needs tobe a way to keep track of all of that. Drawing everything out is really helping me. Can anyone share with me how they go about object tracking/management? I am seeing a few different managers and then maybe even a parent object that manages the managers..is my thinking way off? Any design patterns that may be useful for me to read about? Update: doing some reading and maybe a Factory pattern might apply.

    Read the article

  • MSDN Magazine May Issue is Live

    Editor's Note: This Way-Cool 'Internet' Doohickey It wasn't all that long ago that surfing meant grabbing a board and hanging 10. Keith Ward Silverlight Security: Securing Your Silverlight Applications Josh Twist explains the unique challenges developers face in securing Silverlight applications. He shows where to focus your efforts, concentrating on the key aspects of authentication and authorization. Josh Twist Now Playing: Building Custom Players with the Silverlight Media Framework...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • How can I switch memory modules to 1600 Mhz?

    - by Salvador
    Some months ago I bought 4 Memory modules of 4GB DDR3 1600 KINGSTON HYPERX. The official Kingston manual says: *This module has been tested to run at DDR3-1600 at a low latency timing of 9-9-9-27 at 1.65V.The SPD is programmed to JEDEC standard latency DDR3-1333 timing of 9-9-9. I cannot find which is the real speed of my memory modules. I normally get from several tools that the real speed is 1333 Mhz srs@ubuntu:~$ sudo dmidecode -t memory # dmidecode 2.9 SMBIOS 2.6 present. Handle 0x005D, DMI type 16, 15 bytes Physical Memory Array Location: System Board Or Motherboard Use: System Memory Error Correction Type: None Maximum Capacity: 32 GB Error Information Handle: 0x005F Number Of Devices: 4 Handle 0x005C, DMI type 17, 28 bytes Memory Device Array Handle: 0x005D Error Information Handle: 0x0060 Total Width: 64 bits Data Width: 64 bits Size: 4096 MB Form Factor: DIMM Set: None Locator: ChannelA-DIMM0 Bank Locator: BANK 0 Type: <OUT OF SPEC> Type Detail: Synchronous Speed: 1333 MHz (0.8 ns) Manufacturer: Kingston Serial Number: 07288F23 Asset Tag: 9876543210 Part Number: 9905403-439.A00LF How can I switch memory modules to 1600 Mhz?

    Read the article

  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

    Read the article

  • What algorithm can I use to detect simple shapes in a 4x4 matrix?

    - by ion
    I'm working on a simple multiplayer game that receives a random 4x4 matrix from a server and extracts a shape from it. For example: XXOO OXOO XXOX XXOO XOOX and XOOO XXXX OXXX So in the first matrix the shape I want to parse is: oo o oo and the 2nd: oo oo ooo I know there must be an algorithm for this because I saw this kind of behavior on some puzzle games but I have no idea how to go about to detecting them or even where to start. So my question is: How do I detect what shape is in the matrix and how do I differentiate between multiple colors? (it doesn't come only in X and O, it comes in a maximum of 4). Additionally, the shape must be a minimum of 4 blocks.

    Read the article

  • How do game programmers design their classes to reuse in AI, network and play and pass mode?

    - by Amogh Talpallikar
    For a two player game where, your opponent could be on the network, CPU itself or near you where you would play turn by turn on the same machine. How do people design classes for re-use ? I am in a similar situation and have no experience in making such complex games. But here is what I have thought, If I am a player object , I should only be interacting with the GameManager or GameEngine Singleton , from which I will get various notifications about the game status. I dont care where and who my opponent is, this GameManager depending upon the game mode, will interact with gameNetworkManager , or AI tell me what the opponent played. I am not sure about the scenario where we play and pass [turn by turn on same machine]. Hoping for a brief but clear explanation or at least a link to a similar resource.:)

    Read the article

  • How and where do you store your private work/sourcecode?

    - by Amir Rezaei
    I have worked as a developer for over 10 years now. During that time I have had my own small projects where I have developed tools, applications and games. I have not found any robust solution to store my work. It’s always fun to get back to your code and see how you did before and how you would do it now. It’s just work that is unfortunate to lose. There are SVN solution such as Google’s Project Hosting. However I’m not interested in sharing my code or making it open source. Currently I’m hosting my own SVN server. So here comes my question: How and where do you store your private work/sourcecode? Requirements: Sourcecode versioning Backup Prefers free Edit: Remote access Edit: I have used Dropbox + TrueCrypt + SVN. Unfortunately you are limited to 5gb.

    Read the article

  • Using raw vertex information for sprites rather than SpriteBatch in XNA

    - by The Communist Duck
    I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting to my game. I know you can use shaders to some extent with SpriteSortMode.Immediate, but I'm not sure if you lose power using that. The other major thing is that you cannot store your vertex data in the graphics memory with buffers. In summary, is there an advantage of using VertexTextureNormal (or whatever they're called) structs for vertex data for 2D sprites, or should I stick with SpriteBatch, provided I wish to use shaders?

    Read the article

  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

    Read the article

  • Sony steps back from Linux?

    - by EmbeddedInsider
    In Cnet today I saw something interesting: According to Sony, it plans to release PlayStation 3 firmware version 3.21 on Thursday to achieve one goal: eliminate the "Other OS" option currently available in all pre-Slim models of the video game console. The feature allowed PS3 owners to install an operating system--in almost every case, Linux--onto the PlayStation 3. No surprise. l  Sony is a company heavily invested with legacy IP (games, all that music and Blueray).  They know that content can be nowhere near the GPL. http://news.cnet.com/8301-13506_3-10471356-17.html?tag=rtcol;pop

    Read the article

  • Ubuntu stuck in low resolution after UNinstalling / disabling NVidia drivers

    - by Han Cnx
    Tried the Nvidia driver, installed using the Additional Drivers panel. Didn't like it much; the CPU seemed to overheat more and the brightness controls stopped working. Also selecting a second display is a pain using that horrible NVidia settings thing. So wanted to disabled it again.. problem is, UBuntu is then stuck in either 640x480 or 800x600 (second time I tried to install it back and then remove again). How can I get this back the way it was? The original Ubuntu drivers worked just fine, allowing me to run Unity and games properly. I tried a xserver-xorg reconfigure but this didn't do anything. (No xorg.conf file either). This is on a Lenovo Thinkpad T410i

    Read the article

  • Do I need a degree in Computer Science to get a junior Programming job?

    - by t84
    Do I need to go to Uni to get a job as a Junior C# coder? I'm 26 and have been working in Games (Production) for 6 years and I am thinking of a change, I've had exposure to VB6, VBA, HTML, CSS, PHP, JavaScript over the past few years and did a web design NCFE at College, but other than that, nothing else! I'm teaching myself C# at the moment with books and I was wondering 'how much' I need to learn and also how I can improve my chances of getting a programming job! Am I a late started to learn coding? (I know many people who started at a very young age!) Thanks for the help :)

    Read the article

< Previous Page | 89 90 91 92 93 94 95 96 97 98 99 100  | Next Page >