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  • Use the latest technology or use a mature technology as a developer?

    - by Ted Wong
    I would like to develop an application for a group of people to use. I have decided to develop using python, but I am thinking of using python 2.X or python 3.X. If I use python 2.X, I need to upgrade it for the future... But it is more mature, and has many tools and libraries. If I develop using 3.X, I don't need to think of future integration, but currenttly it doesn't have many libraries, even a python to executable is not ready for all platforms. Also, one of the considerations is that it is a brand new application, so I don't have the history burden to maintain the old libraries. Any recommendation on this dilemma? More information about this application: Native application Time for maintenance: 5 years+ Library/Tools must need: don't have idea, yet. Must need feature that in 2.X: Convert to an executable for both Windows and Mac OS X

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  • How to update a game off a database

    - by James Clifton
    I am currently writing a sports strategy management game (cricket) in PHP, with a MYSQL database, and I have come across one stumbling block - how do I update games where neither player is online? Cricket is a game played between two players, and when they (or one of them) is online then everything is fine; but what if neither player is online? This occurs when championship games are played, and these games need to happen at certain times for game reasons. At the moment I have a private web page that updates every 5 seconds, and each time it loads all games are updated; but then I have the problem that when my private web page stops (for example my computer crashes or my web browser plays up) the game stops updating! Any suggestions?

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  • .NET - refactoring code

    - by w0051977
    I have inherited and now further develop a large application consisting of an ASP.NET application, VB6 and VB.NET application. The software was poorly written. I am trying to refactor the code as I go along. The changes I am making are not live (they are contained in a folder on my development machine). This is proving to be time consuming and I am doing this along side other work which is the prioritiy. My question is: is this a practical approach or is there a better methodology for refactoring code? I don't have any experience with version control software or source control software and I am wandering if this is what I am missing. I am a sole developer.

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  • Is catching general exceptions really a bad thing?

    - by Bob Horn
    I typically agree with most code analysis warnings, and I try to adhere to them. However, I'm having a harder time with this one: CA1031: Do not catch general exception types I understand the rationale for this rule. But, in practice, if I want to take the same action regardless of the exception thrown, why would I handle each one specifically? Furthermore, if I handle specific exceptions, what if the code I'm calling changes to throw a new exception in the future? Now I have to change my code to handle that new exception. Whereas if I simply caught Exception my code doesn't have to change. For example, if Foo calls Bar, and Foo needs to stop processing regardless of the type of exception thrown by Bar, is there any advantage in being specific about the type of exception I'm catching?

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

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  • Developing an ELO like point system for a multiplayer gaming site

    - by Alejandro Piad
    I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through their virtual players. There will be leagues, tournaments, and other competition formats. The question is which would be a good rating system for users in this environment. Take into account that every user may have many different virtual players playing in many different games. As a general guideline I would like to guarantee the following properties: Users who have a lot of mediocre players should not score higher than users with a few very good players. A user with a high rating should not be penalized if he adds a new bad player, until he has had enough time to improve his player. Users who don't play often should not score higher than users who play every day. Thanks in advance.

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  • Game development: Pre-production stage

    - by piers
    I´m starting up a new project. It´s going to be a web browser game, developed using HTML5, JavaScript and CSS3. I have some general questions regarding the process of game developing. Should you know everything about your game by the time you start writing the first lines of code? I mean should you know all the details, all the things the player can and can not do? Basically: should you be done writing down new ideas before you begin coding? I understand the pre-production process is about documenting, doing research etc. What does that mean? Does it mean I should open up Word and write down everything about the game? For example what should happen when you click on different things etc. Thanks for your help!

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  • Is true multithreading really necessary?

    - by Jonathan Graef
    So yeah, I'm creating a programming language. And the language allows multiple threads. But, all threads are synchronized with a global interpreter lock, which means only one thread is allowed to execute at a time. The only way to get the threads to switch off is to explicitly tell the current thread to wait, which allows another thread to execute. Parallel processing is of course possible by spawning multiple processes, but the variables and objects in one process cannot be accessed from another. However the language does have a fairly efficient IPC interface for communicating between processes. My question is: Would there ever be a reason to have multiple, unsynchronized threads within a single process (thus circumventing the GIL)? Why not just put thread.wait() statements in key positions in the program logic (presuming thread.wait() isn't a CPU hog, of course)? I understand that certain other languages that use a GIL have processor scheduling issues (cough Python), but they have all been resolved.

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  • Best Method For Evaluating Existing Software or New Software

    How many of us have been faced with having to decide on an off-the-self or a custom built component, application, or solution to integrate in to an existing system or to be the core foundation of a new system? What is the best method for evaluating existing software or new software still in the design phase? One of the industry preferred methodologies to use is the Active Reviews for Intermediate Designs (ARID) evaluation process.  ARID is a hybrid mixture of the Active Design Review (ADR) methodology and the Architectural Tradeoff Analysis Method (ATAM). So what is ARID? ARD’s main goal is to ensure quality, detailed designs in software. One way in which it does this is by empowering reviewers by assigning generic open ended survey questions. This approach attempts to remove the possibility for allowing the standard answers such as “Yes” or “No”. The ADR process ignores the “Yes”/”No” questions due to the fact that they can be leading based on how the question is asked. Additionally these questions tend to receive less thought in comparison to more open ended questions. Common Active Design Review Questions What possible exceptions can occur in this component, application, or solution? How should exceptions be handled in this component, application, or solution? Where should exceptions be handled in this component, application, or solution? How should the component, application, or solution flow based on the design? What is the maximum execution time for every component, application, or solution? What environments can this component, application, or solution? What data dependencies does this component, application, or solution have? What kind of data does this component, application, or solution require? Ok, now I know what ARID is, how can I apply? Let’s imagine that your organization is going to purchase an off-the-shelf (OTS) solution for its customer-relationship management software. What process would we use to ensure that the correct purchase is made? If we use ARID, then we will have a series of 9 steps broken up by 2 phases in order to ensure that the correct OTS solution is purchases. Phase 1 Identify the Reviewers Prepare the Design Briefing Prepare the Seed Scenarios Prepare the Materials When identifying reviewers for a design it is preferred that they be pulled from a candidate pool comprised of developers that are going to implement the design. The believe is that developers actually implementing the design will have more a vested interest in ensuring that the design is correct prior to the start of code. Design debriefing consist of a summary of the design, examples of the design solving real world examples put in to use and should be no longer than two hours typically. The primary goal of this briefing is to adequately summarize the design so that the review members could actually implement the design. In the example of purchasing an OTS product I would attempt to review my briefing prior to its distribution with the review facilitator to ensure that nothing was excluded that should have not been. This practice will also allow me to test the length of the briefing to ensure that can be delivered in an appropriate about of time. Seed Scenarios are designed to illustrate conceptualized scenarios when applied with a set of sample data. These scenarios can then be used by the reviewers in the actual evaluation of the software, All materials needed for the evaluation should be prepared ahead of time so that they can be reviewed prior to and during the meeting. Materials Included: Presentation Seed Scenarios Review Agenda Phase 2 Present ARID Present Design Brainstorm and prioritize scenarios Apply scenarios Summarize Prior to the start of any ARID review meeting the Facilitator should define the remaining steps of ARID so that all the participants know exactly what they are doing prior to the start of the review process. Once the ARID rules have been laid out, then the lead designer presents an overview of the design which typically takes about two hours. During this time no questions about the design or rational are allowed to be asked by the review panel as a standard, but they are written down for use latter in the process. After the presentation the list of compiled questions is then summarized and sent back to the lead designer as areas that need to be addressed further. In the example of purchasing an OTS product issues could arise regarding security, the implementation needed or even if this is this the correct product to solve the needed solution. After the Design presentation a brainstorming and prioritize scenarios process begins by reducing the seed scenarios down to just the highest priority scenarios.  These will then be used to test the design for suitability. Once the selected scenarios have been defined the reviewers apply the examples provided in the presentation to the scenarios. The intended output of this process is to provide code or pseudo code that makes use of the examples provided while solving the selected seed scenarios. As a standard rule, the designers of the systems are not allowed to help the review board unless they all become stuck. When this occurs it is documented and along with the reason why the designer needed to help the review panel back on track. Once all of the scenarios have been completed the review facilitator reviews with the group issues that arise during the process. Then the reviewers will be polled as to efficacy of the review experience. References: Clements, Paul., Kazman, Rick., Klien, Mark. (2002). Evaluating Software Architectures: Methods and Case Studies Indianapolis, IN: Addison-Wesley

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  • Which Game Engine to Use for an Angry Bird style game? [JAVA] [on hold]

    - by Arch1tect
    Our team is building an Angry Bird Style game, and we have only about ten days. The game is a little more complex than Angry Bird because there are two players, they each have a castle with pigs to protect(not destroy:)). And the goal is to destroy the other player's pigs. I wonder what Game Engine would help us finish this game most efficiently. We at least need a physics engine but I guess game engine is more helpful since it usually includes physics engine. Correct me if I'm wrong. (So I'm wondering which game engine I should use, if it's just physics engine, I'll use box2d) Networking may or may not be added later depend on time we have. Thanks in advance for any advice! EDIT: image looks small, I'll add one:

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  • Are there any examples of a temporal field/object updater?

    - by Bryan Agee
    The system in question has numerous examples of temporal objects and fields--ones which are a certain variable at a certain point in time. An example of this would be someone's rate of pay--there are different answers depending on when you ask and what the constraints might be; eg, can there ever be more than one of a certain temporal object concurrently, etc. Ideally, there would be an object that handles those constraints when a new state/stateful object is introduced; when a new value is set, it would prevent creating negative ranges and overlaps. Martin Fowler has written some great material on this (such as this description of Temporal Objects) , but what I've found of it tends to be entirely theoretic, with no concrete implementations. PHP is the target language, but examples in any language would be most helpful.

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  • Modular enterprise architecture using MVC and Orchard CMS

    - by MrJD
    I'm making a large scale MVC application using Orchard. And I'm going to be separating my logic into modules. I'm also trying to heavily decouple the application for maximum extensibility and testability. I have a rudimentary understanding of IoC, Repository Pattern, Unit of Work pattern and Service Layer pattern. I've made myself a diagram. I'm wondering if it is correct and if there is anything I have missed regarding an extensible application. Note that each module is a separate project. Update So I have many UI modules that use the db module, that's why they've been split up. There are other services the UI modules will use. The UI modules have been split up because they will be made over time, independent of each other.

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  • My Last "Catch-Up" Post for 2010 Content

    - by KKline
    I did a lot of writing in 2010. Unfortunately, I didn't do a good job of keeping all of that writing equally distributed throughout all of the channels where I'm active. So here are a few more posts from my blog, put on-line during the months of November and December 2010, that I didn't get posted here on SQLBlog.com: 1. It's Time to Upgrade! So many of my customers and many of you, dear readers, are still on SQL Server 2005. Join Kevin Kline , SQL Server MVP and SQL Server Technology Strategist...(read more)

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  • designing classes with similar goal but widely different decisional core

    - by Stefano Borini
    I am puzzled on how to model this situation. Suppose you have an algorithm operating in a loop. At every loop, a procedure P must take place, whose role is to modify an input data I into an output data O, such that O = P(I). In reality, there are different flavors of P, say P1, P2, P3 and so on. The choice of which P to run is user dependent, but all P have the same finality, produce O from I. This called well for a base class PBase with a method PBase::apply, with specific reimplementations of P1::apply(I), P2::apply(I), and P3::apply(I). The actual P class gets instantiated in a factory method, and the loop stays simple. Now, I have a case of P4 which follows the same principle, but this time needs additional data from the loop (such as the current iteration, and the average value of O during the previous iterations). How would you redesign for this case?

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  • Is is common to use the command pattern for property get/sets?

    - by k rey
    Suppose I have a controller class with a bunch of properties. Each time a property is changed, I would like to update the model. Now also suppose that I use the command pattern to perform model updates. Is it common to use command classes within property get and sets of the controller class or is there a better way? Here is an example of what I am currently using: class MyController { private int _myInt; public int MyInt { get { return _myInt; } set { MyCommand cmd = new MyCommand(); cmd.Argument = _myInt; cmd.Execute(); // Command object updates the model } } }

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • Is ORM an Anti-Pattern?

    - by derphil
    I had a very stimulating and interessting discussion with a colleague about ORM and it's Pros and Cons. In my opinion, an ORM is useful only in the rarest cases. At least in my experience. But I don't want to list my own arguments at this time. So I ask you, what do you think about ORM? What are the Pros and the Cons? P.S. I've posted this "question" yesterday on Stackoverflow, but some of the user think, that this should better posted here.

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • Is it needed to have your blog title and description in H1 and H2

    - by Saif Bechan
    I have read an article that states that it is not necessary to have your blog title and description on your website at all. Just have the titles of the posts in h1, on the index and the post page. And on the post page have your different sections started with h2. Widget headers start with h3. Title and description are most of the time in the logo image. I have looked at the source of my favorite blog, http://net.tutsplus.com, and I see they do the same. Is this recommended?

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  • How URL Redirection affects SEO?

    - by Costa
    The following paragraph is from SEO Google Guide Google is good at crawling all types of URL structures, even if they're quite complex, but spending the time to make your URLs as simple as possible for both users and search engines can help. Some webmasters try to achieve this by rewriting their dynamic URLs to static ones; while Google is fine with this, we'd like to note that this is an advanced procedure and if done incorrectly, could cause crawling issues with your site. What makes URL re-writing implementation incorrect for GoogleBot? I am using Asp.net 3.5 framework. Thanks

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  • High Availability for IaaS, PaaS and SaaS in the Cloud

    - by BuckWoody
    Outages, natural disasters and unforeseen events have proved that even in a distributed architecture, you need to plan for High Availability (HA). In this entry I'll explain a few considerations for HA within Infrastructure-as-a-Service (IaaS), Platform-as-a-Service (PaaS) and Software-as-a-Service (SaaS). In a separate post I'll talk more about Disaster Recovery (DR), since each paradigm has a different way to handle that. Planning for HA in IaaS IaaS involves Virtual Machines - so in effect, an HA strategy here takes on many of the same characteristics as it would on-premises. The primary difference is that the vendor controls the hardware, so you need to verify what they do for things like local redundancy and so on from the hardware perspective. As far as what you can control and plan for, the primary factors fall into three areas: multiple instances, geographical dispersion and task-switching. In almost every cloud vendor I've studied, to ensure your application will be protected by any level of HA, you need to have at least two of the Instances (VM's) running. This makes sense, but you might assume that the vendor just takes care of that for you - they don't. If a single VM goes down (for whatever reason) then the access to it is lost. Depending on multiple factors, you might be able to recover the data, but you should assume that you can't. You should keep a sync to another location (perhaps the vendor's storage system in another geographic datacenter or to a local location) to ensure you can continue to serve your clients. You'll also need to host the same VM's in another geographical location. Everything from a vendor outage to a network path problem could prevent your users from reaching the system, so you need to have multiple locations to handle this. This means that you'll have to figure out how to manage state between the geo's. If the system goes down in the middle of a transaction, you need to figure out what part of the process the system was in, and then re-create or transfer that state to the second set of systems. If you didn't write the software yourself, this is non-trivial. You'll also need a manual or automatic process to detect the failure and re-route the traffic to your secondary location. You could flip a DNS entry (if your application can tolerate that) or invoke another process to alias the first system to the second, such as load-balancing and so on. There are many options, but all of them involve coding the state into the application layer. If you've simply moved a state-ful application to VM's, you may not be able to easily implement an HA solution. Planning for HA in PaaS Implementing HA in PaaS is a bit simpler, since it's built on the concept of stateless applications deployment. Once again, you need at least two copies of each element in the solution (web roles, worker roles, etc.) to remain available in a single datacenter. Also, you need to deploy the application again in a separate geo, but the advantage here is that you could work out a "shared storage" model such that state is auto-balanced across the world. In fact, you don't have to maintain a "DR" site, the alternate location can be live and serving clients, and only take on extra load if the other site is not available. In Windows Azure, you can use the Traffic Manager service top route the requests as a type of auto balancer. Even with these benefits, I recommend a second backup of storage in another geographic location. Storage is inexpensive; and that second copy can be used for not only HA but DR. Planning for HA in SaaS In Software-as-a-Service (such as Office 365, or Hadoop in Windows Azure) You have far less control over the HA solution, although you still maintain the responsibility to ensure you have it. Since each SaaS is different, check with the vendor on the solution for HA - and make sure you understand what they do and what you are responsible for. They may have no HA for that solution, or pin it to a particular geo, or perhaps they have a massive HA built in with automatic load balancing (which is often the case).   All of these options (with the exception of SaaS) involve higher costs for the design. Do not sacrifice reliability for cost - that will always cost you more in the end. Build in the redundancy and HA at the very outset of the project - if you try to tack it on later in the process the business will push back and potentially not implement HA. References: http://www.bing.com/search?q=windows+azure+High+Availability  (each type of implementation is different, so I'm routing you to a search on the topic - look for the "Patterns and Practices" results for the area in Azure you're interested in)

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  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

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