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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • Game window systems and internal frames

    - by 2080
    I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. in Java the AWT/Swing libraries used to manage these and other graphical elements, such as buttons,or is this to restrictive (speed, graphical possibilities?)) A special example would be EVE Online, where the client can use the ingame windows like on a normal desktop.

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  • How to utilize miniMax algorithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Game ideas for a platformer

    - by user5925
    I have created a platformer which currently has the features listed below. I would greatly appreciate any further ideas which I could implement! (I don't play a lot of games which is why I require help) -- Walking/jumping/movement -- player can shoot lasers -- enemies also walk, fly, and shoot lasers -- water (you can swim in this) -- mud (slows you down on contact, and stops you from jumping) -- ladders -- damage when falling from a large height, unless falling into water -- moving platforms -- springboards (jumping on them shoot you into the air) -- growing platforms (allow you to reach new places) -- key and door system -- gem and coin collection system

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  • How to utilize miniMax algorrithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Presenting game center leaderboard

    - by Coder404
    I have the following code: -(void)showLeaderboard { GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc] init]; if (leaderboardController != NULL) { leaderboardController.timeScope = GKLeaderboardTimeScopeAllTime; leaderboardController.leaderboardDelegate = self; [self presentModalViewController: leaderboardController animated: YES]; } [leaderboardController release]; } Which I am trying to use to make my leader-board pop up. The issue is cocos2d will not allow me to use the line: [self presentModalViewController: leaderboardController animated: YES]; How do I fix this? Thanks PS I am using cocos2d

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  • Component based game engine design

    - by a_m0d
    I have been looking at game engine design (specifically focused on 2d game engines, but also applicable to 3d games), and am interested in some information on how to go about it. I have heard that many engines are moving to a component based design nowadays rather than the traditional deep-object hierarchy. Do you know of any good links with information on how these sorts of designs are often implemented? I have seen evolve your hierarchy, but I can't really find many more with detailed information (most of them just seem to say "use components rather than a hierarchy" but I have found that it takes a bit of effort to switch my thinking between the two models). Any good links or information on this would be appreciated, and even books, although links and detailed answers here would be preferred.

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  • Creating a multiplayer card game

    - by Vikram.exe
    Hi, I was trying to make a multiplayer card game. I know networking concepts, so I know how to handle data between successive turns. I Haven't done a similar thing before so if any one could point me to a tutorial, that would be nice. I am comfortable with html/php/javascript and a bit of adobe flash. Please suggest are these sufficient to create a game or should I go for some other language(s)? Which are the best languages that are currently used to create such multiplayer games? Thanks, Vikram

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  • Is enemy / bot A.I. part of the model or controller in an MVC game

    - by Iain
    It could be part of the model because it's part of the business logic of the game. It could be part of the controller because it could be seen as simulating player input, which would be considered part of the controller, right? Or would it? What about a normal enemy, like a goomba in Mario? UPDATE: Wow, that's really not the answer I was expecting. As far as I could tell, A.I. is an internal part of the autonomous game system, hence model. I'm still not convinced.

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  • 3d / 2.5d game library for iphone and pc

    - by Aaron Qian
    I'm trying to make a 2d shooter game with 3d background. The player and enemies are essentially just quads with textures. The background will be simple 3d polygons with textures and some fog and light. Therefore, I don't need a really powerful 3d library. I tried Unity3D and Torque2D, but I don't like to use their GUI editors. I prefer to work with code. So, is there a cross platform (mainly windows and iPhone) 3d / 2.5d game library, commercial or open source? I assume it will be only limited to c, c++, and object-c due to apple's new ToS.

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • When does a game idea cross the line between homage/parody to ripoff?

    - by Daniel T.
    I'm not sure where this question belongs, but as it pertains to the development of a game idea, I figured I'd try to post it here. Recently I've been inspired to create a game based on another game I've played. However, the idea that I have is very similar to the original game. I was wondering, when does a game idea cross from being a homage or parody into the realm of being a ripoff? Are there any hard or fast rules or does this cross into a gray area?

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  • Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?

    - by Fred Dufresne
    I know Game Maker's surfaces exist in XNA (It's more the othe way around, XNA's surfaces exist in Game Maker), same thing for blend modes, since (I think) they both use DirectX. This is the question: "Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?" I'm using XNA 4.0 and Game Maker 8.1 Pro. Background I'm slowly moving from Game Maker to... Something else. I've learned some good C++ but DirectX is hardcore and OpenGL needs some pretty good understanding of the language to be able to use it correctly. XNA and C# together seemed like a good middle but the documentation is hard to understand for a newb like me. In the end, I chose to focus on XNA.

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  • How can a NodeJS server be used from Game Maker HTML5?

    - by Tokyo Dan
    I want to create a client-server game that runs on Game Maker HTML5-NodeJS. The NodeJS server will be an AI server - a bot that acts like a human opponent and plays against the human player at a front-end game client that is coded in GM HTML5. How can a NodeJS server be used from GM HTML5. Are there any examples of such a system? I already got an iOS game that can talk to a remote AI server (coded in Lua) using TCP sockets. Can this be done with Game Maker HTML5 and NodeJS.

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • When does a game idea cross the line between homage/parody to ripoff?

    - by Daniel T.
    I'm not sure where this question belongs, but as it pertains to the development of a game idea, I figured I'd try to post it here. Recently I've been inspired to create a game based on another game I've played. However, the idea that I have is very similar to the original game. I was wondering, when does a game idea cross from being a homage or parody into the realm of being a ripoff? Are there any hard or fast rules or does this cross into a gray area?

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  • Online Poker Game Programng

    - by Eyal
    I am trying to write a massive multiplayer online (mmo) for a poker site, where one user can be on a Flash client and the other on say an iOS client (iPhone / iPad), and would like to know how can interaction between two users be visible on both clients. Do I use MSMQ? AJAX? Other? I need the messaging layer (client interaction messages) to scale up to 100K+ online users to begin with. In other words; What scaleable technology can I use to make game interactions between online users visible to all game participants? Thank you much in advance! Eyal

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  • Online Poker Game Programming

    - by Eyal
    I am trying to write a massive online multiplayer client for a poker site, where one user can be on a Flash client and the other on say an iOS client (iPhone / iPad), and would like to know how can interaction between two users be visible on both clients. What would be better to use? Should I use MSMQ? AJAX? Something other? I need the messaging layer (client interaction messages) to scale up to 100K+ online users to begin with. In other words; What scalable technology can I use to make game interactions between online users visible to all game participants?

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of this but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the user to the game. Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of these but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the game to the user? Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • Developing AI for warhammer board game [closed]

    - by josemanuel
    right now I'm going to develop a simple AI for some units for the board game warhammer fantasy. With some simple rules, I've read some things such as http://gamedev.stackexchange.com/questions/21519/complex-game-ai-for-turn-based-strategy-games . I have the robots to move the pieces, the map is just simple(no hills,buildings..) and I need to start to give an AI for the robot to move the pieces. Problem is I have been searching for a long time and can't really find someone that has done something similar with warhammer, and I don't really know where to begin with or which tools I need to use. I would be glad if someone can give me some headsup on how to begin with, or if any programming language is better, not to mention if there is something similar where I could ask for help.

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  • Cross-platform game development: ease of development vs security

    - by alcuadrado
    Hi, I'm a member and contributor of the Argentum Online (AO) community, the first MMORPG from Argentina, which is Free Software; which, although it's not 3D, it's really addictive and has some dozens of thousands of users. Really unluckily AO was developed in Visual Basic (yes, you can laugh) but the former community, so imagine, the code not only sucks, it has zero portability. I'm planning, with some friends to rewrite the client, and as a GNU/Linux frantic, want to do it cross-platform. Some other people is doing the same with the server in Java. So my biggest problem is that we would like to use a rapid development language (like Java, Ruby or Python) but the client would be pretty insecure. Ruby/Python version would have all it's code available, and the Java one would be easily decompilable (yes, we have some crackers in the community) We have consider the option to implement the security module in C/C++ as a dynamic library, but it can be replaced with a custom one, so it's not really secure. We are also considering the option of doing the core application in C++ and the GUI in Ruby/Python. But haven't analysed all it's implications yet. But we really don't want to code the entire game in C/C++ as it doesn't need that much performance (the game is played at 18fps on average) and we want to develop it as fast as possible. So what would you choose in my case? Thank you!

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  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

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