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Working on a new project that we are looking at doing as a PBBG - a Persistent Browser-Based Game. This would be similar to games such as Ikariam.
Looking for:
1. Developers that have experience in this area.
2. Business-focused template that outlines the key areas that we should be considering in game development (eg. Game Summary, Multi-player Considerations, Real-time Considerations, Dev Tools, etc.)
3. Recommendations for game engines or other dev tools.
Thanks,
C
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New game launching in the Texas Hold'em poker vertical and need a stand-alone app to sit on a PC for establishing initial odds and scoring hands post flop. If any interest or knowledge of avilable resource, please let me know. Thanks..R OB1
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I would like to find a good way to learn 3d graphics at a slow(ish) pace. I did a opengl class in college and everything seemed to go fine. I am not good with opengl at all, but I passed the class (funny how that can happen....).
I have been scouring the interwebz for places to learn 3d graphics, specifically because I am excited about games for my hobby. I'm making a 2d game with tile maps and stuff in java, and have done blitting and things for 2d in c++/sdl, but I would like to make a 3d game eventually.
It's worth noting that I am basically retarted at 3d math, which is where I lose some of the tutorials/books. I can do basic geometry and intermediate algebra easily enough. I need a resource that can walk me through from that point.
Doesn't really matter what language. I'd like to stay away from lots of additions , or specific stuff (like xna, direct3d). If it's specific I'd rather it be linux targetted. I do have a windows box that I can use if necessary though, so I'm not even flat stuck on that point. Using the high level stuff to obscure it is ok, but not until after I understand it and can do it without them.
Can anyone point me in the right direction, or recommend some current books to buy?
If not , I will also be looking for a program (like ALEX) that can help me become stronger at mathematics without going back to the local college. I use linux though, so ALEX isn't always the best to learn from. I don't mind the fees with the program, but compatibility was an issue.
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This[^] book is a good start for getting into 3D Math related to Games (as the name suggests).
Didn't know about this before, but the book homepage[^] seems interesting too.
For a very basic intro check this article[^] on Gamedev. Other articles on gamedev are very good too to take you forward.
I hope this helps
"It was when I found out I could make mistakes that I knew I was on to something."
-Ornette Coleman
"Philosophy is a study that lets us be unhappy more intelligently."
-Anon.
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This book looks very promising. I've only skimmed it since I'm at work, but it looks like exactly what I need.
Thanks!
--edit--
Skimmed meaning what I could get by the amazon preview
-- end edit--
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Hey All,
I am an experienced C++ programmer. But haven't begin my journey in game programming. Any other developers out there to collaborate with me for developing a C++ game.
Well with a small story-line
We will use the following:
Panda3d Library.[^]
Boost Library[^]
Blender 3d[^]
Please let me know.
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Hey Bro! I currently am working on levels and a story for a RPG quest type game. I am not the best programmer but I can design levels very nicely.
Please contact me VIA e-mail.
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Hi
I'm very interested in game programming but like you haven't done much in this space. Currently working on a HTML5 game.
I'm new to this field and do not have experience on the libraries you mentioned but would be interested to chip in some work by stealing some time here and there.
Imagination is the one weapon in the war against reality!!!
aniruddhaloya.blogspot.com
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Hi guys,
There is a new sensor ball, called "Blobo". The link of the product is below:
http://www.blobo.co.uk/[^]
Its SDK is free. Now I am trying to develop an application with it. There two versions of Blobo SDK. The one I use is for Win32 SDK. According to the SDK comments, it is said that I can connect to three blobos at the same time. So I am trying to connect two blobos. However it seems that connection becomes very unstable when I try to connect to more than one Blobo.
Does any one here happen to develop any applications with Blobo? Do you have similar questions like mine? I really want to find some people to discuss the Blobo development together.
all best wishes,
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can we make a 3d game in vb.net
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It is possible to make a game in VB.NET, yes. As to whether you could, I don't know your skills level, your background, so I couldn't possibly comment.
If you want to program games with .NET, a good place to start is Microsoft XNA.
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And he also does not really need our permission, so he may proceed
Edit: Why does the question, together with mentioning VB, let me expect horrible things?
And from the clouds a mighty voice spoke: "Smile and be happy, for it could come worse!"
And I smiled and was happy And it came worse.
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Is there really any difference in the XNA framework between C# and VB ?
When I was a coder, we worked on algorithms. Today, we memorize APIs for countless libraries — those libraries have the algorithms - Eric Allman
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No. The framework is the same, as always. It's just that I don't like VB. Not the least.
And from the clouds a mighty voice spoke: "Smile and be happy, for it could come worse!"
And I smiled and was happy And it came worse.
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if you download the Windows Phone SDK 7.1, that contains Visual Studio Express 2010 for Windows phones, there is a default template vb.net to create games with xna (windows phone, windows form, xbox and zune) ... the great thing is that with vb.net 2008 was not allowed to use the contentpipe (to facilitate access to images, sounds, etc.), was only allowed in C#, is now allowed also in vb.net 2010. it seems that Microsoft has finally woken up.
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Hi.
I want to develop in an embedded system. It's OS dos not support any graphic API and functions except SetPixel for developer.
I need to use some standard font for text drawing.
If you have any idea to do that, please share with me.
Thanks very much.
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Hello
Codersky Magazine ( software press poland) would like to propose you to write an article about Game Developement for our magazine. the topic can be chosen by you , you can tell readers about ur past experience .
The article should consist of 3500 words + 5 graphics and should be written in next 2 weeks.
We offer you own publication in our magazine and free advertisement.
Please let me know if you are interested in contribution.
Kind regards
M.M
maia.mekvabishvili@software.com.pl
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Have fun with the wave of spam hopefully jamming your inbox now. By the way, one more report on your profile page and your account here on Codeproject's history. Probably only a matter of minutes.
SoftwareWarsaw wrote: about ur past experience
Wow, is that the level on which you are writing in that magazine? Doesn't look too great.
"I love deadlines. I like the whooshing sound they make as they fly by." (DNA)
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hi,
i am working on multiplayer online poker. since this is the first time i am doing this kind of thing, i am not sure that i have a good approach. can u tell me your opinion and way this is usually done?
i have a asp.net web service on server wich holds information, data and state of games. on client i have Silverlight poker wich is connecting on server every 2 seconds to get current situation via "GameSituation" object.
i am afraid of those "2 seconds". if there will be 20 000 players online, is this 2 seconds from each player too much to handle? is this right approach in programming multiplayer games or it can be done like: server waits for client, client contact server, server send info ("GameSituation" object in my case) to all clients in game? is client "hearth loop" good or evil?
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Polling is sometimes necessary. However, here are a few ideas to help you avoid it or minimize its impact:
- Create a duplex service so client 1 sends info to the server and the server sends that info to client 2. I'm not sure if a duplex service uses polling under the hood, but if it doesn't then this could be what you're looking for.
- Find a way to have client 1 talk directly to client 2 without using the server as an intermediary. You'll definitely need the server to hook them up, but once they are in communication they can in theory keep communicating without a server intermediary. I am not sure if Silverlight prevents client to client communication (this will require some research on your part).
- Rather than poll with a constant time gap, decide on a minimum (say, 1 second) and a maximum (say, 10 seconds). The server will keep track of how many connections their are and inform the clients how often they can poll. As more clients are added, the server will increase the time gap between polling.
- Add more servers. Assuming you will be charging money for this, as it becomes more popular you should be able to afford more servers.
- Host it on the cloud. Rather than use your own servers, let Amazon or some other company that manages servers for you do all the work. Pay for more cloud space/time as your clients increase.
Somebody in an online forum wrote: INTJs never really joke. They make a point. The joke is just a gift wrapper.
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I would suggest examining this article, [^]
I used this style when creating a Battleship style online game.
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Hi guys... long time reader first time poster. Please be gentle.
I avidly create games in VB.net. Being a hobby programmer I give my games away for free. Since I'm a hobbiest without formal training I do try and educate myself on proper programming principles and follow them when programming such as OOP. There are however some things I have obviously missed being self-taught that perhaps I would know if I were formally educated.
Once such issue that has really been my bane is how different classes (from now on referred to as objects) 'know' about each other WITHOUT programming specific interaction (stay with me here... please...)
Okay imagine this, you have a space game and the following objects
clsShip
clsMissile
clsAsteroid
clsSpaceJunk
Now each one of these objects has a Health, X,Y and Z private members and properties that are all inherited from clsSpaceEntity for argument sake. Now one way of programming collision between them would be to code out the following logic in the main game loop
for each ship in a list of ships
check each clsMissile in a list to see if it collides with it and if so, reduce health
check each clsAsteroidin a list to see if it collides with it and if so, reduce health
check each clsSpaceJunka list to see if it collides with it and if so, reduce health
... and so on and so on for every object
next
ect ect ect...
Now this might seam okay if your talking about the simple example above but some of my games have tens or even HUNDREDS of objects that interact in this basic way.
Now my question to the experienced programmers out there.
Is there a way in OOP to do the following...
for each thing that inherits from clsSpaceEntity
check against every other object that inherits this type (except itself) and if they collide then reduce health
next
?
This sort of ability for a type of objects/class or whatever to be 'aware' of another and how they are the same/different and interact would save me tonnes and tonnes and TONNES of coding.
Any assistance/help or feedback on this would be very appreciated. Thank you for your time, sorry for the long read.
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Of course you could write a method in your baseclass for each object which takes the list of objects and performs a collision test on each one. Then you would just have to go through your objects and call the method. But if you think about it, this is just a refactored version of what you had before. You would gain nothing.
What you need is something out of the old algorithm and data structure box. The problem begins with using simple lists. If you have n objects in the list, you will have to do n^2 collision tests. When the number of objects gets larger, this very quickly becomes very slow. If you have only 10 objects, you must do 100 collision tests. For 100 objects it would already be 10000 collision tests and for 1000 objets it would be a million.
You need a way to reduce the number of tests. For example, you can have a sorted or an unsorted list. It's obvious that things are easier to find in a sorted list than in an unsorted one. By being sorted, a list can offer additional information which makes searching or testing the objects easier. But graphical objects usually are not lined up, so a sorted list will be of little help. They are distributed over a plane (2D) or in a volume (3D). Now, what could be the right data structures which can hold additional information on how the objects are aligned to each other?
The answer: Trees. For 2D graphics usually quadtrees are used. The objects must be sorted into the tree according to their positions. Then you can easily find objects which are close enough to each other and you must only test those for collisions. But, as always, there is one catch: When an object is moved, it must be taken out of the tree and inserted again according to its new position. Unfortunately you will have to deal with this as well.
So here you have it: Search for quadtrees (2D graphics) or octrees (3D graphics) and you will probably find a million pages discussing this stuff. And you will see that those trees are not only good for collision detection. Good luck!
And from the clouds a mighty voice spoke: "Smile and be happy, for it could come worse!"
And I smiled and was happy And it came worse.
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Thank you so very much for taking the time to reply.
The largest problem I have at the moment is actually my physics routine increasing in ms/tick at a dramatic rate. This physics routine calculate the gravity between EACH space entity. As a dense rock or even a ejection pod has density (as well as the blackholes [warpholes] and planets etc).
I have optimised this routine many many times to keep reducing the time it takes but it's near 'perfect' for my level of knowledge. I would love to have more then 100,000 objects in my 'universe' however any more then that and I start to suffer noticeable lag.
I wonder if the quadtree method will assist with this problem. I'll look into it!
Thank you
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