How to play apk game files on my website?

I want to run apk files on my website, just like online games. How can it be possible?

What's new about the release of the game Left for Dead 3?

What's new about the release of the game Left for Dead 3?

RateDesis vs game forums

Let's go to battle! http://ratedesis.unaux.com

java – Spritesheet usage – Game development stack exchange

I am working on a role-playing game and I am storing most of my textures in separate .png files, but for my sprites I would like to use a sprite sheet. How is the sheet cut and stored in individual images within the program?

I am using Java and the processing window.

Selling – Game of Thrones Fan Shop + Instagram page with 2700 followers | Proxies123.com

Hello,
I want to sell my website from the Game of Thrones fan shop.

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

Information:
GotFanStar is an online Woocommerce store that sells products from the game of thrones series.
The website is monetized with Aliexpress products. When the customer buys something, he must buy it and send it from Aliexpress. The customer buys it from you for X, buys it from aliexpress sellers for Y, and you keep earnings from X-Y!
* The buyer must have a license for the AliDropShip plug-in.

Improvement:
As you can see the store after optimization and loaded below 2 seconds,
https://gtmetrix.com/reports/www.gotfanstar.com/nkLmESi2
* $ 300 value

Instagram page:

GotFanStar has an instagram page with more than 130 publications and more than 2700 followers, REAL, and no bots.

Traffic:
The store closed a few months due to problems of accommodation, currently has between 5 and 10 people per day of Direct.

For the buyer:
I release the domain through Name.com.
I will send you all the content of the site.

Price – $ 299 OBO.

Payment – Paypal

Greetings.

Game of Thrones Fan Shop + Instagram page with 2700 followers

Hello,
I want to sell my website from the Game of Thrones fan shop.

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

Information:
GotFanStar is an online Woocommerce store that sells products from the game of thrones series.
The website is monetized with Aliexpress products. When the customer buys something, he must buy it and send it from Aliexpress. The customer buys it from you for X, buys it from aliexpress sellers for Y, and you keep earnings from X-Y!
* The buyer must have a license for the AliDropShip plug-in.

Improvement:
As you can see the store after optimization and loaded below 2 seconds,
https://gtmetrix.com/reports/www.gotfanstar.com/nkLmESi2
* $ 300 value

Instagram page:

GotFanStar has an instagram page with more than 130 publications and more than 2700 followers, REAL, and no bots.

Traffic:
The store closed a few months due to problems of accommodation, currently has between 5 and 10 people per day of Direct.

For the buyer:
I release the domain through Name.com.
I will send you all the content of the site.

Price – $ 299 OBO.

Payment – Paypal

Greetings.
SEMrush

boot: What are the limitations of booting Windows from USB with respect to high-power software such as vector / raster and game editing software?

My main machine is an Ubuntu laptop, but I need to have access to Windows when I travel for conferences to run PowerPoint and Illustrator, and occasionally other software.

With my current configuration, this requires bringing a second Windows machine just to use these pieces of software. As I have the Windows machine anyway, I occasionally start games. It would be convenient if you could carry a 256 GB USB 3.0 drive with Windows and some pieces of software for exclusive use when traveling.

My question is how receptive will Windows 10 be from a USB 3.0 boot?

My gut tells me that even with 3.0 it will be noticeably slower than in a dedicated drive / partition, but I'm curious to know if anyone has any experience with this, specifically with Windows To Go or some similar software.

Is image editing software or other GPU-intensive software like games a miserable experience? Assuming I have a modern GPU, what kind of games could be run from that configuration?

How to make the game playable in all mobile screen resolutions using Unity Cinemachine with perspective mode?

I want my 2D game to be playable in all screen resolutions. I am using Cinemachine and in "perspective" mode. I found a tutorial to change the screen in "spelling" mode but there is no answer for "perspective" mode using Cinemachine. Please help about what configuration should be done in Cinemachine or if there are any scripts that I can use. Thank you.

NB: I tried to add a script as in the following link. But it does not work. Maybe it's because I'm using Cinemachine instead of the normal main camera. Scale the camera to fit the screen size unit

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game – C ++ SFML animation system

I am trying to write an animation system on SFML, and I came up with a design 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 an earlier animation if it exists This is what I am looking for.

  1. Am I using std :: unique_ptr correctly / optimally?
  2. Should I use a pointer to store the animation?
  3. Is my animation setup method (with a varied template) too complicated, and is there a better way?
  4. Normally I would separate the code into header and implementation, but for short, I am loading it into pure headers. Ignore that please.
  5. Any general advice.

Here is the code:

Base animation class

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;

};

Children's animation class

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);
    }

};

An auxiliary function

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();
}

Principal 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;
}

Stages of creating a computer game in Unity

I am writing a computer game, but I don't know what is missing, because I collect information on YouTube about unfinished courses by the authors. What stages of development did I learn from the videos:

  • Prototyping (choice of genre, setting, characters, mechanics, concept art, locations of primitives, etc.)
  • The creation of the game (here my knowledge is incomplete)
  • Tests (detect errors, verify the functionality of all functions, etc.))
  • Release with subsequent maintenance

As I understand this process (writing game):

  • Create 3D models (based on concept art, prototypes of locations from primitives)
  • If the model is a character, create an animation.
  • Import models to Unity
  • Customize materials for Unity models
  • We organize prefabricated models (prefabricated) on stage.
  • We write scripts for the interaction between objects.
  • Write a system in the player's inventory.
  • Write a system to save the game.
  • Large knowledge gap (what else needs to be done?)
  • Create the main menu.
  • Collect the project file ".exe".

Complement my list or write your own.