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myro

Member Since 15 Jul 2010
Offline Last Active Jun 21 2013 09:10 AM

How to create sound effects quick and dirty?

19 June 2013 - 12:17 AM

Hi,

I am a computer science student and would like to create some simple sound effects (like a sound when the player picks up an item, etc) for a game I wrote.

So the simple question is:

Where do I start? Are there any tutorials for someone with 0 experience with audio content creation?

Are there tools that get me decent results quickly?

Is starting with standard tutorials for lmms a good idea?

In total: I got no idea where to start.

Thanks,

myro

Game engine slection for a game programming course

14 January 2013 - 03:21 PM

Hi,

I am currently doing my bachelor thesis which is a comparison of game engines and their applicability to a game programming course.

My problem is that I have pretty much found 0 literature on the topic on how engines where selected for other courses.

Thus my question is: Does anyone know of any papers covering the process of selecting an engine for a course? Or simply for selecting an engine at all?

The requirements modelling for the engine seems to be pretty problematic, since I do not know what games will be programmed by

students within the course projects.

Matching players in an online 1vs1 game - a queuing problem

27 October 2010 - 07:26 AM

A couple of friends and me are working on a small online game, in which 1 player fights another player and a winner is decided.
I have a queuing problem, but to understand it, I have to first explain what is happening:

Now we wanted to make the players match equal opponents and create rankings. To create fair match ups and create rankings we use the glicko v1 system, which is described here:
http://math.bu.edu/people/mg/glicko/glicko.doc/glicko.html (and yes we are aware of the limits of this system in means of judging skill correctly.)
Here is a small summary of how it works:
new players will have a rating of 1500
if the player wins a match the rating will rise.
if the player looses a match the rating will drop.
after several matches players have a normal distributed rating in a range from 0 to 3000.

Match ups will happen dependent on each players rating.

The first implementation looks like this in psuedo code (it's missing some special cases, but the overall logic should be clear):
We have a list called QueuedTeams, in which every team that wants to join a fight is enlisted. The queuing system is called whenever a team is enlisted in QueuedTeams.

`ratingDifferenceLimit = 150;for(Team t1 in QueuedTeams){   for(Team t2 in QueuedTeams)   {       if(abs(t1->rating - t2->rating) <= ratingDifferenceLimit)       {             MatchUp(t1, t2);             QueuedTeams->RemoveTeams(t1,t2);       }   }}`

We ran some tests and this works very well, as long as you have enough teams througout ratings. If you only have a small amount of teams, they won't get match ups at high ratings or have to wait really long. The simplest way to get match ups would be to increase the ratingDifferenceLimit. But this makes matches unfairer, even if there should be enough players for a close match-up. Basically, I rather want a dynamic system, which queues player rather according to their closest possible rating.

In total it's a problem dependent on 3 variables:
Minimizing rating difference.
Minimizing queuing time.
Maximizing the amounts of match-ups.

Here comes the first question: Are there articles on this problem somewhere on the net? What do I have to look for? Are there books which describe these problems? (Since I did not find anything on the problem using google, I looked through different queuing problems, for example queuing processes, but all the systems i could find do not need a match up.)

PS.: Please move this thread, if this should be the inappropriate forum.

[Edited by - myro on October 27, 2010 2:42:12 PM]

XNA - Starter Books

15 July 2010 - 03:51 AM

Hi,
i want to start making some small 2d games with the use of XNA and depending on how it goes, start with some basic 3d concepts. Thus, I thought it would be best to buy a book, but there is a series amount of books out there and truthfully i have no idea which to choose.

As for myself, I know C#, basic university math and I am a decent programmer. The only games i programmed so far were a pong clone in c++ with directx like 5 years ago, a snake with gdi and space invader clone with WPF. Thus, i am definitely lacking knowledge and experience with making games.

Now the questions arises, which book should I buy?

thx for any suggestions
Myro