How to create a background for a game? [on hold]

I do not know how to create funds for games, so help me please. I am working on a game and I need help for the background.

How does a Lightning transaction work if a game starts without Bitcoin or wallet?

Let's say that Alice wants to give Bob 1₿, and that Bob still has no regular wallet address in the blockchain.

The classic example assumes that Bob himself locks a bitcoin on the blockchain, and Alice and Bob both finance a channel between them. But what if Bob does not have a Bitcoin yet and Alice wants to give it to him via Lightning? Then he could get Bitcoin from Alice, make transactions with him, with other parts of the Lightning Network, and make a slow, expensive, blockchain transaction only when he would be ready to cash out.

I know it's possible because I've been able to test that with two different Lightning apps with separate wallets. I've funded a Lightning wallet, and opened another app with 0 balance and no ordinary wallet. I was able to finance the second wallet instantly. But I'm not sure what is happening to get there.

How to add a Facebook connection to a Unity game without Gameroom?

I'm trying to implement the connection to Facebook with the Facebook SDK for Unity. The documentation gives a fairly simple sound: call FB.Init, then FB.LogInWithReadPermissions and use a callback to handle the response. At no time does it mention additional requirements, such as specific game clients.

Everything works in the editor, but when I try to run a build, the Init call fails with the error message "The name of the pipe did not been transmitted to the application at startup.
Make sure you are using the facebook game client. "

…Yeah. That's a bit of what I'm trying to spell out do not do here; it was built to work on Steam, and I've seen other Steam games offer Facebook authentication, so I know it's possible. I just do not know how, and Facebook's documentation is no help because it does not even mention Gameroom in conjunction with these APIs!

Does anyone know what to do to put this in place? Using Unity 2019.2.2f1 and the Facebook SDK 7.17.2.

Game Theory – Limiting Randomization in Gambit

I'm trying to use Gambit (in particular, gambit-enumpoly) to calculate the mixed strategy Nash equilibria of very large games. For this to be computationally feasible, I would like to impose certain restrictions on the subsets of strategies on which players can perform random analysis. Is there a way to do this?

To be more concrete, suppose that each player has three strategies $ A, B, C $. Is there a way to impose the restriction that players can not randomize between $ A $ and $ C $?

Thanks in advance!

What news of the release of the game Left for Dead 3?

What news of the release of the game Left for Dead 3?

java – Using Spritesheet – Game Development Stack Exchange

I'm working on an RPG game and I store most of my textures in separate .png files, but for my sprites, I'd like to use a sprite sheet. How do you cut and store the sheet in individual images inside the program?

I use Java and the processing window.

Selling – Game of Thrones Fan Shop + Instagram page with 2700 followers | NewProxyLists

Hello,
I want to sell my throne game fan shop site.

The site: https://www.GotFanStar.com

Info:
GotFanStar is an online store from Woocommerce that sells products from the game of thrones series.
The website is monetized with Aliexpress products. When the customer buys something, you have to buy & ship to Aliexpress. The customer buys it for X, you buy it from sellers aliexpress for Y and you keep the benefits of X-Y!
* The buyer must hold a license for the AliDropShip plugin.

Optimization:
As you can see the store after optimization and loaded in less than 2 seconds,
https://gtmetrix.com/reports/www.gotfanstar.com/nkLmESi2
* Value of $ 300

Instagram page:

GotFanStar have instagram page with more than 130 messages and more then 2700 disciples, a real one, and not bots.

Traffic:
The store was closed a few months because of hosting problems. Currently, he has 5 to 10 people a day at Direct.

For the buyer:
I push the domain for free via Name.com.
I will send him all the contents of the site.

Price – $ 299 OBO.

Payment – Pay Pal

Cordially.

Game of Thrones fan shop + Instagram page with 2700 followers

Hello,
I want to sell my throne game fan shop site.

The site: https://www.GotFanStar.com

Info:
GotFanStar is an online store from Woocommerce that sells products from the game of thrones series.
The website is monetized with Aliexpress products. When the customer buys something, you have to buy & ship to Aliexpress. The customer buys it for X, you buy it from sellers aliexpress for Y and you keep the benefits of X-Y!
* The buyer must hold a license for the AliDropShip plugin.

Optimization:
As you can see the store after optimization and loaded in less than 2 seconds,
https://gtmetrix.com/reports/www.gotfanstar.com/nkLmESi2
* Value of $ 300

Instagram page:

GotFanStar have instagram page with more than 130 messages and more then 2700 disciples, a real one, and not bots.

Traffic:
The store was closed a few months because of hosting problems. Currently, he has 5 to 10 people a day at Direct.

For the buyer:
I push the domain for free via Name.com.
I will send him all the contents of the site.

Price – $ 299 OBO.

Payment – Pay Pal
SEMrush

Cordially.

RateDesis vs Game Forums

Fight! http://ratedesis.unaux.com

game – C ++ SFML animation system

I'm trying to write an animation system over SFML, and I've come up with a drawing in which I can wrap sf :: Drawable objects in a RenderComponent class, and the RenderComponent class can receive an Animation object at any time. , which will overwrite a previous animation if there is one. This is what I am looking for.

  1. Do I use std :: unique_ptr correctly / optimally?
  2. Should I use a pointer to store the animation?
  3. Is my method of animation setup (with a variadic model) too complicated and is there a better way?
  4. I would normally separate the code into header and implementation, but for the sake of brevity, I download it into pure headers. Ignore it please.
  5. Any general advice.

Here is the code:

Base class of animation

class Animation {
    typedef std::chrono::high_resolution_clock hrc;

private:

    std::chrono::time_point m_now;

protected:

    unsigned int m_us;      // us for microseconds
    unsigned int m_endUs;

    void UpdateTime() {
        auto end = hrc::now();
        auto diff = end - m_now;
        m_now = end;
        auto msDuration = std::chrono::duration_cast(diff);
        m_us += (unsigned int)msDuration.count();
    }

public:

    Animation() {
        m_us = 0;
        m_now = hrc::now();
    }

    bool finished() {
        return m_endUs <= m_us;
    }

    virtual bool Update(sf::Sprite& spr) = 0;

};

Child class animation

class FadeIn : public Animation {

public:

    FadeIn(int ms) {
        m_endUs = ms * 1000;
    }

    // Updates the sprite based on the timeline, and returns if the animation is over
    virtual bool Update(sf::Sprite& spr) {
        UpdateTime();
        if (finished()) return true;

        sf::Color color = spr.getColor();
        color.a = (int)((float)m_us / m_endUs * 255);
        spr.setColor(color);
        return false;
    }

};

Rendering component

class RenderComponent {

private:

    sf::Texture m_texDefault;
    std::unique_ptr m_animationPtr;

public:

    RenderComponent() { }
    RenderComponent(sf::Drawable* element, sf::Vector2u size) {
        sf::RenderTexture rt;
        rt.create((unsigned int)size.x, (unsigned int)size.y);
        rt.draw(*element);
        m_texDefault = rt.getTexture();
    }

    template 
    void SetAnimation(Args... args) {
        m_animationPtr = std::make_unique(args...);
    }

    void draw(sf::RenderTarget* target) {
        sf::Sprite sprite;
        sprite.setTexture(m_texDefault);

        // Handle animation and set pointer to null if done
        if (m_animationPtr) {
            if (m_animationPtr.get()->Update(sprite)) {
                m_animationPtr = nullptr;
            }
            sf::Color c = sprite.getColor();
        }
        target->draw(sprite);
    }

};

A function of assistance

sf::Vector2u floatRectToVec2u(sf::FloatRect r) {
    sf::Vector2u vec;
    vec.x = (unsigned int)ceil(r.width);
    vec.y = (unsigned int)ceil(r.height);
    return vec;
    auto start = std::chrono::high_resolution_clock::now();
}

Main function

int main()
{
    sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");
    sf::CircleShape shape(100.f);
    shape.setFillColor(sf::Color::Green);
    RenderComponent circle(&shape, floatRectToVec2u(shape.getGlobalBounds()));
    circle.SetAnimation(1000);

    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }

        window.clear();
        circle.draw(&window);
        window.display();
    }

    return 0;
}