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Game Development

Game Development Discussions

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28 Topics 132 Posts
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    101 little bugs in the code :laugh:
  • game software

    game-dev help
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    Sure! Here’s a more fleshed-out version of your Program class in C#. I'll add some geometry dash meltdown meaningful functionality, comments, and other common elements you might expect in a basic console application. csharp Sao chép mã using System; class Program { // Main entry point of the application static void Main(string[] args) { // Greet the user Console.WriteLine("Welcome to the Fluffy Bits Program!"); // Prompt user for input Console.Write("Please enter your name: "); string name = Console.ReadLine(); // Basic input validation if (string.IsNullOrWhiteSpace(name)) { Console.WriteLine("You didn't enter a valid name. Please try again."); return; // Exit the program } // Personalized greeting Console.WriteLine($"Hello, {name}! Let's make this program fluffy!"); // Ask for favorite number Console.Write("Enter your favorite number: "); string numberInput = Console.ReadLine(); // Try to parse the number if (int.TryParse(numberInput, out int favoriteNumber)) { // Simple operation based on input Console.WriteLine($"Great! Did you know {favoriteNumber} \* 2 is {favoriteNumber \* 2}?"); } else { Console.WriteLine("That doesn't seem like a valid number."); } // Close the program with a goodbye message Console.WriteLine("Thanks for participating! Have a fluffy day!"); } }
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  • Game Engines: Unity, or Unreal?

    game-dev question
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    Unity: Unity is an excellent choice if I am targeting 2D games, mobile game development, or plan a then cross-platform quality. Unity is very flexible and has enormous asset stores. It's way easier for beginners to learn. This is great for small to mid-level games, think indie projects. Unreal Engine: I choose Unreal Engine if I develop a high-end 3D game, incredible graphics come with rich details in environments or lighting. Open the gate for a AAA-quality game that needs to look beautiful and would benefit from full-physical simulation, or is just too big. The built-in visual scripting (Blueprint) with UE4.
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    Thank you for sharing this information. I really enjoyed your blog post. You have indeed shared an informative and interesting blog post with people.[Enigma](https://emigna.org/)
  • Long OverDue Newb Game Project

    workspace java python game-dev help
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    johtnkucz wrote: I would need to have all libraries installed, know how to do that, etc. there's a lot of steps. Well that's exactly what I didn't mean. Instead of preparing, just start. Then when you need something, you will know what it is exactly that you need - it's kind of hard to anticipate that if it's your first time.
  • New Game Dev - PBBG Persistent Browser-Based Game

    game-dev business tools
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  • Learning for the learning impared

    help graphics game-dev learning c++
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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 :D -- end edit--
  • Any one for game development?

    c++ game-dev question
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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
  • Looking for poker scoring engine support....

    game-dev learning
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  • game

    csharp game-dev
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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.
  • Multiplayer Poker

    csharp asp-net game-dev sysadmin question
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    A
    I would suggest examining this article, [^] I used this style when creating a Battleship style online game.
  • i need your help

    question game-dev help
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    Great 3D physics engine that will handle drawing and everything. Great and wonderful software. Go here. :-D :thumbsup:
  • Hi. Have any one here try to develop application with Blobo

    iot question
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  • your publication in magazine !

    com graphics game-dev
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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. X| "I love deadlines. I like the whooshing sound they make as they fly by." (DNA)
  • Text drawing in embedded system

    graphics hardware json
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  • 'Self-aware' classes?

    help question csharp game-dev
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    In answer to your specific question, the only way you can do what you are asking is to have some sort of collection containing all of the objects you want to check for collision - so the simplest would be an array of dsSpaceEntity that you iterate over. For i = 0 to sizeOfArray For j = i to sizeofArray if Hascollided(Array(i), Array(j)) Then doStuff(i,j) End If Next Next But as you say, with a large number in the array this will take time. Using a more complex structure might help. One of the simplest things you can do is eliminate the need to test for collisions as soon as possible. If each object has a left, right, top, bottom property then if the Top of one is lower than the bottom of another, no more testing is required. Do these tests first so you don't do anything more complex unless you have to (for example I have objects with complex shapes, so checking collisions is very time consuming - but I first check for a small number of large rectangles, only looking at the detail level after eliminating as may as possible by other tests. You can also use a radius and center point for each object - and simply calculate the distance between the center points - eliminating further checking if this distance > sum of radii Assuming that MOST collision tests are negative, it is worthwhile doing many tests, eliminating as many as possible as early as possible - e.g. test the top vs bottom, then left vs right, then distance apart - if the two objects fail all three tests there's a fair chance they've collided - so do any further tests (depending on your shape's complexity) And hey, why not post some of your games for us to play comment on the code:) MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')
  • model, shade, looksRealistic OpenGL

    graphics game-dev help workspace
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    I'm not so familiar with OpenGL, but perhaps you should take a look at your model again. Lighting will not work properly if the normal vectors of your vertices are not calculated properly and make sure that they have a length of exactly 1. As a test, you could also load any model and render it with your lighting. This way you can find out wether the model or the lighting is wrong. 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.
  • How to set pixelz using XNA and C#

    wpf csharp html game-dev help
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    A reply! Great! Have some points alone for that. rj45 wrote: Access it through a singleton. That's what I also thought. But that's where it really gets complicated. The required object for initialisation would be the user interface object itself. It loads graphics assets, loads configurations, loads themes and styles, sets up the input devices, starts and controls the input thread, starts and controls the rendering thread and also starts and controls the UI thread. This single object holds everything together and new controls would need a reference to it in its constructor to get acces to the current theme and also some other initialisations. Making this object a singleton would be problematic, but up to now it's also the only way I see. rj45 wrote: For instance when I derive from usercontrol in wpf the answer is to make the control an agregate of a new control and in that way you can better control the auto generated xaml. In other words wrap it with another control is often the way. Is that a hack? Yes, but surely the best way. The controls I have up to now form a class hierarchy. Some also use child controls like buttons ore scrollbars internally, so I'm already 'wrapping' them. This also makes it possible to extend this hierarchy as needed. rj45 wrote: I may not understand your question I'm just letting you know what comes to mind. That's quite ok. The whole thing has reached some complexity and it's hard to describe the problem at hand without getting into this complexity. I probably already could write a book about it :) 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.