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  • GDC 2012: The Bleeding Edge of Open Web Tech

    GDC 2012: The Bleeding Edge of Open Web Tech (Pre-recorded GDC content) Web browsers from mobile to desktop devices are in a constant state of growth enabling ever richer and pervasive games. This presentation by Google software engineer Vincent Scheib focuses on the latest developments in client side web technologies, such as Web Sockets, WebGL, File API, Mouse Lock, Gamepads, Web Audio API and more. Speaker: Vincent Scheib From: GoogleDevelopers Views: 1279 31 ratings Time: 48:33 More in Science & Technology

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  • C# in vedio game industry?

    - by kasparov
    Other than Indie game development, C# is also used for in house tool development at large studios. I have two questions -: 1) Is microsoft planning to release a native C# compiler sharing the backend code generator with the C++ compiler? http://www.compilerjobs.com/db/jobs_view.php?editid1=648 2) If microsoft IS planning a native C# compiler, then can C# replace C++ as the industry standard in AAA vedio games?

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  • Examples of MMOs with small dev teams

    - by Aliud Alius
    I'd like to see a list of MMOs with small development teams in order to better understand where small teams have found a place for themselves. While examples of MMORPGs are of interest, so are games focusing on socializing, trade and commerce, city or empire building, crafting, exploration, strategy and so on. Any shipping game supporting between, say 800 and 10,000 simultaneous players belongs on this list. Thanks.

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  • SQL Server devs–what source control system do you use, if any? (answer and maybe win free stuff)

    - by jamiet
    Recently I noticed a tweet from notable SQL Server author and community dude-at-large Steve Jones in which he asked how many SQL Server developers were putting their SQL Server source code (i.e. DDL) under source control (I’m paraphrasing because I can’t remember the exact tweet and Twitter’s search functionality is useless). The question surprised me slightly as I thought a more pertinent question would be “how many SQL Server developers are not using source control?” because I have been doing just that for many years now and I simply assumed that use of source control is a given in this day and age. Then I started thinking about it. “Perhaps I’m wrong” I pondered, “perhaps the SQL Server folks that do use source control in their day-to-day jobs are in the minority”. So, dear reader, I’m interested to know a little bit more about your use of source control. Are you putting your SQL Server code into a source control system? If so, what source control server software (e.g. TFS, Git, SVN, Mercurial, SourceSafe, Perforce) are you using? What source control client software are you using (e.g. TFS Team Explorer, Tortoise, Red Gate SQL Source Control, Red Gate SQL Connect, Git Bash, etc…)? Why did you make those particular software choices? Any interesting anecdotes to share in regard to your use of source control and SQL Server? To encourage you to contribute I have five pairs of licenses for Red Gate SQL Source Control and Red Gate SQL Connect to give away to what I consider to be the five best replies (“best” is totally subjective of course but this is my blog so my decision is final ), if you want to be considered don’t forget to leave contact details; email address, Twitter handle or similar will do. To start you off and to perhaps get the brain cells whirring, here are my answers to the questions above: Are you putting your SQL Server code into a source control system? As I think I’ve already said…yes. Always. If so, what source control server software (e.g. TFS, Git, SVN, Mercurial, SourceSafe, Perforce) are you using? I move around a lot between many clients so it changes on a fairly regular basis; my current client uses Team Foundation Server (aka TFS) and as part of a separate project is trialing the use of Team Foundation Service. I have used SVN extensively in the past which I am a fan of (I generally prefer it to TFS) and am trying to get my head around Git by using it for ObjectStorageHelper. What source control client software are you using (e.g. TFS Team Explorer, Tortoise, Red Gate SQL Source Control, Red Gate SQL Connect, Git Bash, etc…)? On my current project, Team Explorer. In the past I have used Tortoise to connect to SVN. Why did you make those particular software choices? I generally use whatever the client uses and given that I work with SQL Server I find that the majority of my clients use TFS, I guess simply because they are Microsoft development shops. Any interesting anecdotes to share in regard to your use of source control and SQL Server? Not an anecdote as such but I am going to share some frustrations about TFS. In many ways TFS is a great product because it integrates many separate functions (source control, work item tracking, build agents) into one whole and I’m firmly of the opinion that that is a good thing if for no reason other than being able to associate your check-ins with a work-item. However, like many people there are aspects to TFS source control that annoy me day-in, day-out. Chief among them has to be the fact that it uses a file’s read-only property to determine if a file should be checked-out or not and, if it determines that it should, it will happily do that check-out on your behalf without you even asking it to. I didn’t realise how ridiculous this was until I first used SVN about three years ago – with SVN you make any changes you wish and then use your source control client to determine which files have changed and thus be checked-in; the notion of “check-out” doesn’t even exist. That sounds like a small thing but you don’t realise how liberating it is until you actually start working that way. Hoping to hear some more anecdotes and opinions in the comments. Remember….free software is up for grabs! @jamiet 

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  • Silverlight Cream for June 10, 2010 -- #879

    - by Dave Campbell
    In this Issue: Emiel Jongerius, Nokola, Christian Schormann, Tim Heuer, David Poll, Mike Snow(-2-), John Papa, and Charles Petzold. Shoutout: Viktor Larsson has a frank look at WP7 based on information from MIX10 and what was said this week in his post: Licking Windows Phone 7... yeah licking, not liking :) .. my guess is even that didn't allow him to keep it! If you haven't already noticed, the CodeProject reader's choice awards are out this week and Telerik won for their RadColorPicker and RadCalendar for Silverlight Telerik also needs congratulations for winning Telerik wins “Best of TechEd” award in the “Components and Middleware” category... check out that trophy... Steven Forte has a picture up of the Telerikers after getting the award. Koen Zwikstra has a new release of Silverlight Spy up that supports the latest release: Silverlight Spy 3.0.0.12 From SilverlightCream.com: Localization of XAML files in Silverlight Emiel Jongerius is back with another post, this time discussing Localizing XAM files... external links and source included. Coolest Silverlight Sound Library for Games I've Seen Yet Nokola talks up a Sound Library for Silverlight 4 Games ... and has links to a great demo, plus the source. SketchFlow: Firing Actions when a Storyboard is Complete Christian Schormann responded to some Twitter questions and demonstrates using the StoryboardCompleted trigger with a Navigate action. Hosting cross-domain Silverlight applications (XAP) Tim Heuer responds to a question from a reader and demonstrates how to host a XAP from a domain other than the one you're working on. Taking Microsoft Silverlight 4 Applications Beyond the Browser (TechEd WEB313) David Poll has all his material up from his TechEd presentation earlier this week on Silverlight OOB... and he covered some pretty extensive material ... check it out! Silverlight Tip of the Day #29 – Configuring Service Reference to Back to LocalHost Mike Snow has a couple new tips up... this first one is quick, but very useful... how to switch your service reference back to localhost without pulling out your hair. Silverlight Tip of the Day #30 – Sending Email from Silverlight In Mike Snow's latest tip, he shows how to send email from your Silverlight app... using a WCF service... and a step-by-step set of instructions. Creating Rich Interactions Using Blend 4: Transition Effects, Fluid Layout and Layout States (Silverlight TV #32) John Papa has Silverlight TV #32 up, and he's talking with Kenny Young of the Expression Blend team while Kenny uses some built-om effects and also creates some impressive examples from scratch -- code included. Simulating Touch Inertia on Windows Phone 7 Charles Petzold has a post up on simulating inertia on WP7... demos in WPF and then moves into WP7... math, source, and external links. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • A list of game mechanics

    - by Iain
    I'm trying to compile a list of game mechanics, by which I mean high-level/meta game mechanics like Cooperation, Resource Management, Chance and Time Manipulation rather than low level mechanics like running, jumping climbing ladders, etc Does any one have any suggestions or can point me to good existing lists? My WIP list is already proving to be quite useful to me in the way I think about games.

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  • wisotool 20100530 has been released

    <b>Wine-Reviews:</b> "Dan Kegel today released wisotool 20100530. wisotool is a handy winetricks-like script for automatically installing games from .iso or .mds files copied from your own dvds (or, if the game is freely downloadable, it will download it)."

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • Commercial Gaming, Coming Soon to Linux?

    <b>Linux Magazine:</b> "The inability to play the latest off the shelf commercial games has been a thorn in the side of Linux for a long time. With companies such as Valve starting to embrace other platforms, will that be the catalyst Linux needs to become a first class citizen? "

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  • Security programming jobs

    - by Mike Smith
    I am a student, about to finish my undergraduate in Computer Science in about a year. I am very interested in computer/network security, but I also love programming. Is there a job or subfield that is a fusion of both? I have programmed everything from games to barcode readers to web bots, and I know for sure that I want to do some kind of programming, but ideally I would like to do some kind of software development involving computer security. Any advice would be appreciated.

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  • SQLBeat Episode 11 – Ted the Fred Krueger Halloween SQL

    - by SQLBeat
    In this episode of the SQLBeat Podcast I speak conversationally (Ok I will just say I converse) with Ted Krueger about Elm Street, where he works as a DBA who stores nightmares in SQL Server database tables. The joke about it being BLOB storage is only one of several that may scare you away from this Halloween Special. If you like listening to two SQL guys talking about the bands they used to be in, rainbow trout and video games, come on in. Bwaaaa Haaaa Haaa…..Ok I will stop. Download the MP3

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  • Desktop Fun: Street Fighter Customization Set

    - by Asian Angel
    Over the years Capcom’s popular Street Fighter games have allowed you to battle for victory with your favorite characters and opponents. Now you can take the battle to a whole new level and turn your desktop into the perfect fighting arena with our Street Fighter Customization set.How To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)Learn How to Make HDR Images in Photoshop or GIMP With a Simple Trick

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  • Graphics card recommendation for dual-HD output?

    - by Graham
    I'm going for a dual-HD monitor setup (HDMI or DVI output), running Ubuntu 11.10 64-bit with Unity 3D. What graphics card / video card should I get? Requirements: Dual-monitor output for DVI (mixed-resolution: 1920x1080 and 1920x1200) Or dual-HDMI output, if it works with Ubuntu Smooth desktop compositing and (Chrome) browser and IDE window rendering At least 60fps on fullscreen glxgears (1920x1200 resolution) Supported and non-buggy behaviour in Unity 3D/Compiz Not looking to play games Smooth fullscreen video playback (just because)

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Some notes on Reflector 7

    - by CliveT
    Both Bart and I have blogged about some of the changes that we (and other members of the team) have made to .NET Reflector for version 7, including the new tabbed browsing model, the inclusion of Jason Haley's PowerCommands add-in and some improvements to decompilation such as handling iterator blocks. The intention of this blog post is to cover all of the main new features in one place, and to describe the three new editions of .NET Reflector 7. If you'd simply like to try out the latest version of the beta for yourself you can do so here. Three new editions .NET Reflector 7 will come in three new editions: .NET Reflector .NET Reflector VS .NET Reflector VSPro The first edition is just the standalone Windows application. The latter two editions include the Windows application, but also add the power of Reflector into Visual Studio so that you can save time switching tools and quickly get to the bottom of a debugging issue that involves third-party code. Let's take a look at some of the new features in each edition. Tabbed browsing .NET Reflector now has a tabbed browsing model, in which the individual tabs have independent histories. You can open a new tab to view the selected object by using CTRL+CLICK. I've found this really useful when I'm investigating a particular piece of code but then want to focus on some other methods that I find along the way. For version 7, we wanted to implement the basic idea of tabs to see whether it is something that users will find helpful. If it is something that enhances productivity, we will add more tab-based features in a future version. PowerCommands add-in We have also included Jason Haley's PowerCommands add-in as part of version 7. This add-in provides a number of useful commands, including support for opening .xap files and extracting the constituent assemblies, and a query editor that allows C# queries to be written and executed against the Reflector object model . All of the PowerCommands features can be turned on from the options menu. We will be really interested to see what people are finding useful for further integration into the main tool in the future. My personal favourite part of the PowerCommands add-in is the query editor. You can set up as many of your own queries as you like, but we provide 25 to get you started. These do useful things like listing all extension methods in a given assembly, and displaying other lower-level information, such as the number of times that a given method uses the box IL instruction. These queries can be extracted and then executed from the 'Run Query' context menu within the assembly explorer. Moreover, the queries can be loaded, modified, and saved using the built-in editor, allowing very specific user customization and sharing of queries. The PowerCommands add-in contains many other useful utilities. For example, you can open an item using an external application, work with enumeration bit flags, or generate assembly binding redirect files. You can see Bart's earlier post for a more complete list. .NET Reflector VS .NET Reflector VS adds a brand new Reflector object browser into Visual Studio to save you time opening .NET Reflector separately and browsing for an object. A 'Decompile and Explore' option is also added to the context menu of references in the Solution Explorer, so you don't need to leave Visual Studio to look through decompiled code. We've also added some simple navigation features to allow you to move through the decompiled code as quickly and easily as you can in .NET Reflector. When this is selected, the add-in decompiles the given assembly, Once the decompilation has finished, a clone of the Reflector assembly explorer can be used inside Visual Studio. When Reflector generates the source code, it records the location information. You can therefore navigate from the source file to other decompiled source using the 'Go To Definition' context menu item. This then takes you to the definition in another decompiled assembly. .NET Reflector VSPro .NET Reflector VSPro builds on the features in .NET Reflector VS to add the ability to debug any source code you decompile. When you decompile with .NET Reflector VSPro, a matching .pdb is generated, so you can use Visual Studio to debug the source code as if it were part of the project. You can now use all the standard debugging techniques that you are used to in the Visual Studio debugger, and step through decompiled code as if it were your own. Again, you can select assemblies for decompilation. They are then decompiled. And then you can debug as if they were one of your own source code files. The future of .NET Reflector As I have mentioned throughout this post, most of the new features in version 7 are exploratory steps and we will be watching feedback closely. Although we don't want to speculate now about any other new features or bugs that will or won't be fixed in the next few versions of .NET Reflector, Bart has mentioned in a previous post that there are lots of improvements we intend to make. We plan to do this with great care and without taking anything away from the simplicity of the core product. User experience is something that we pride ourselves on at Red Gate, and it is clear that Reflector is still a long way off our usual standards. We plan for the next few versions of Reflector to be worked on by some of our top usability specialists who have been involved with our other market-leading products such as the ANTS Profilers and SQL Compare. I re-iterate the need for the really great simple mode in .NET Reflector to remain intact regardless of any other improvements we are planning to make. I really hope that you enjoy using some of the new features in version 7 and that Reflector continues to be your favourite .NET development tool for a long time to come.

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  • Pet Peeves with the Windows Phone 7 Marketplace

    - by Bil Simser
    Have you ever noticed how something things just gnaw at your very being. This is the case with the WP7 marketplace, the Zune software, and the things that drive me batshit crazy with a side of fries. To go. I wanted to share. XBox Live is Not the Centre of the Universe Okay, it’s fine that the Zune software has an XBox live tag for games so can see them clearly but do we really need to have it shoved down our throats. On every click? Click on Games in the marketplace: The first thing that it defaults to on the filters on the right is XBox Live: Okay. Fine. However if you change it (say to Paid) then click onto a title when you come back from that title is the filter still set to Paid? No. It’s back to XBox Live again. Really? Give us a break. If you change to any filter on any other genre then click on the selected title, it doesn’t revert back to anything. It stays on the selection you picked. Let’s be fair here. The Games genre should behave just like every other one. If I pick Paid then when I come back to the list please remember that. Double Dipping On the subject of XBox Live titles, Microsoft (and developers who have an agreement with Microsoft to produce Live titles, which generally rules out indie game developers) is double dipping with regards to exposure of their titles. Here’s the Puzzle and Trivia Game section on the Marketplace for XBox Live titles: And here’s the same category filtered on Paid titles: See the problem? Two indie titles while the rest are XBox Live ones. So while XBL has it’s filter, they also get to showcase their wares in the Paid and Free filters as well. If you’re going to have an XBox Live filter then use it and stop pushing down indie titles until they’re off the screen (on some genres this is already the case). Free and Paid titles should be just that and not include XBox Live ones. If you’re really stoked that people can’t find the Free XBox Live titles vs. the paid ones, then create a Free XBox Live filter and a Paid XBox Live filter. I don’t think we would mind much. Whose Trial is it Anyways? You might notice apps in the marketplace with titles like “My Fart App Professional Lite” or “Silicon Lamb Spleen Builder Free”. When you submit and app to the marketplace it can either be free or paid. If it’s a paid app you also have the option to submit it with Trial capabilities. It’s up to you to decide what you offer in the trial version but trial versions can be purchased from within the app so after someone trys out your app (for free) and wants to unlock the Super Secret Obama Spy Ring Level, they can just go to the marketplace from your app (if you built that functionality in) and upgrade to the paid version. However it creates a rift of sorts when it comes to visibility. Some developers go the route of the paid app with a trial version, others decide to submit *two* apps instead of one. One app is the “Free” or “Lite” verions and the other is the paid version. Why go to the hassle of submitting two apps when you can just create a trial version in the same app? Again, visibility. There’s no way to tell Paid apps with Trial versions and ones without (it’s an option, you don’t have to provide trial versions, although I think it’s a good idea). However there is a way to see the Free apps from the Paid ones so some submit the two apps and have the Free version have links to buy the paid one (again through the Marketplace tasks in the API). What we as developers need for visibility is a new filter. Trial. That’s it. It would simply filter on Paid apps that have trial capabilities and surface up those apps just like the free ones. If Microsoft added this filter to the marketplace, it would eliminate the need for people to submit their “Free” and “Lite” versions and make it easier for the developer not to have to maintain two systems. I mean, is it really that hard? Can’t be any more difficult than the XBox Live Filter that’s already there. Location is Everything The last thing on my bucket list is about location. When I launch Zune I’m running in my native location setting, Canada. What’s great is that I navigate to the Travel Tools section where I have one of my apps and behold the splendour that I see: There are my apps in the number 1 and number 4 slot for top selling in that category. I show it to my wife to make up for the sleepless nights writing this stuff and we dance around and celebrate. Then I change my location on my operation system to United States and re-launch Zune. WTF? My flight app has slipped to the 10th spot (I’m only showing 4 across here out of the 7 in Zune) and my border check app that was #1 is now in the 32nd spot! End of celebration. Not only is relevance being looked at here, I value the comments people make on may apps as do most developers. I want to respond to them and show them that I’m listening. The next version of my border app will provide multiple camera angles. However when I’m running in my native Canada location, I only see two reviews. Changing over to United States I see fourteen! While there are tools out there to provide with you a unified view, I shouldn’t have to rely on them. My own Zune desktop software should allow me to see everything. I realize that some developers will submit an app and only target it for some locations and that’s their choice. However I shouldn’t have to jump through hoops to see what apps are ahead of mine, or see people comments and ratings. Another proposal. Either unify the marketplace (i.e. when I’m looking at it show me everything combined) or let me choose a filter. I think the first option might be difficult as you’re trying to average out top selling apps across all markets and have to deal with some apps that have been omitted from some markets. Although I think you could come up with a set of use cases that would handle that, maybe that’s too much work. At the very least, let us developers view the markets in a drop down or something from within the Zune desktop. Having to shut down Zune, change our location, and re-launch Zune to see other perspectives is just too onerous. A Call to Action These are just one mans opinion. Do you agree? Disagree? Feel hungry for a bacon sandwich? Let everyone know via the comments below. Perhaps someone from Microsoft will be reading and take some of these ideas under advisement. Maybe not, but at least let’s get the word out that we really want to see some change. Egypt can do it, why not WP7 developers!

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  • Le CRYENGINE disponible sur Steam, le moteur de jeux accessible sous forme d'abonnement

    Le CRYENGINE maintenant disponible sur Steam, pour 9,90 €Comme cela avait été annoncé durant la Game Developers Conference 2014, Crytek suit la voie de Epic Games et rend disponible son moteur, le CRYENGINE, sous la forme d'un abonnement. Celui-ci s'élève à 9,90 € par mois mais contrairement à l'Unreal Engine 4, Crytek ne demande aucune royalties pour celui-ci. Le moteur est disponible sur Steam et uniquement sur celui-ci. Le vice président commercial de Valve a déclaré : ...

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  • Economic modelling - Resources for valuing goods

    - by Rushyo
    tl;dr: What economic/computer science books would you suggest for learning about economic valuation of goods and simulations thereof? I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling?

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  • Learning XNA/Xbox Development [closed]

    - by CJ Sculti
    Possible Duplicate: How should I go about learning XNA? so I would like to get into Xbox game development (indie games.) The problem is I cant find ANY documentation or place to get started online. I was hoping someone here could point me in the right direction (tutorials or documentation.) I was also hoping someone could direct me to some kind of online course? (Paid or free.) I appreciate your time, thanks.

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  • Can't start Psychonauts game -- segfault

    - by tremby
    This looks similar to Psychonauts Humble Indie Bundle V error but I don't have the ERROR message (missing GL capability) and its solution does not work for me. When trying to run Psychonauts from the Humble Indie Bundle on my x86_64 laptop running Ubuntu 12.04 I get the following output: <bjn@segnus:/usr/local/games/psychonauts>$ ./Psychonauts STUBBED: fix up the rest of the SSE code first at DetectSSESupport (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/MathGeneral.cpp:32) STUBBED: write me? at SetPCLanguage (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:120) STUBBED: fix up the rest of the SSE code first at DetectCPUCaps (/home/icculus/projects/psychonauts/Source/game/luatest/Game/PCGameApp.cpp:223) STUBBED: check LANG envr var at _GetDefaultGameLanguage (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:171) Console created Save path: /home/bjn/.local/share/Psychonauts Write path: WorkResource STUBBED: inline asm at SSEMul_4x4_4x4_2arg (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/Matrix.cpp:710) STUBBED: inline asm at SSEMul_4x4_4x4_3arg (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/Matrix.cpp:698) ******** unit test failed ******** STUBBED: VK_* at InitInputNames (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1220) No joysticks detected Transport started DaveD: NCListenSocket: Listening on port 40001 SDL_SetVideoMode() failed: Failed loading libGL.so.1 Start Up completed in 0.06 seconds [1] 9718 segmentation fault (core dumped) ./Psychonauts <bjn@segnus:/usr/local/games/psychonauts>$ Output of lspci: 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:19.0 Ethernet controller: Intel Corporation 82567LM Gigabit Network Connection (rev 03) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 4 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M-E LPC Interface Controller (rev 03) 00:1f.2 RAID bus controller: Intel Corporation 82801 Mobile SATA Controller [RAID mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 02:01.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller (rev 05) 02:01.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 22) 0c:00.0 Network controller: Intel Corporation WiFi Link 5100 Any ideas?

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  • Is Java viable for serious game development?

    - by tehtros
    Ever since I was a little kid, my dream has been to develop games. Well, now that I am older, more mature, and have some programming experience, I would like to start. However, I would like to turn this into a career. The problem, is that my language of choice is Java. Now, I am not intending this to be a Java vs. C++ question, but rather, is Java an acceptable language for serious game development, instead of lower level languages like C++. By serious, I mean high quality graphics, and being able to play a game with said high quality graphics, without much lag on decent computers. Also, eventually, possible making it to consoles. I have scoured the internet, but there are not very many resources for Java game development, not nearly as many as C++. In fact, most engines are written in C++. Once, I tried to play a made with jMonkeyEngine. The game was terribly slow, to the point where my computer froze. I had no other Java applications running and nothing too resource intensive. Keep in mind, that my computer can play most modern 3D games with ease. So, I am really serious about game development, is Java still a viable choice? I have tried multiple times to learn C++, but I don't really like the language. I don't really know why, but usually, whenever I try to learn, I can never grasp the topics. Also, my most of my friends know Java, and one is even anti-C++, saying that no one knows how to use it right. Then, he goes to say that "there is no right way to use C++, that it can not be used correctly. The nature of the language prevents good code." Also, if I continue to learn and improve Java now, and it turns out that later I am required to learn C++, will making the switch be difficult? So, in short, can Java be taken serious, for serious game development. This includes heavy graphics, fast game play without lag, and possibly, and easy switch to consoles?

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  • XNA Notes 001

    - by George Clingerman
    Just a quick recap of things I noticed going on in or around the XNA community this past week. I’m sure there’s a lot I missed (it’s a pretty big community with lots of different parts to it) but these where the things I caught that I thought were pretty cool. The XNA Team Michael Klucher gave a list of books every gamer should read. http://twitter.com/#!/mklucher/status/22313041135673344 Shawn Hargreaves posted Nelxon Studio posting about a cheatsheet for converting 3.1 to 4.0 http://blogs.msdn.com/b/shawnhar/archive/2011/01/04/xna-3-1-to-4-0-cheat-sheet.aspx?utm_source=twitterfeed&utm_medium=twitter XNA Game Studio won the Frontline award for Programming Tool by GameDev magazine! Congrats to the XNA team! http://www.gdmag.com/homepage.htm XNA MVPs In January several MVPs were up for re-election, Jim Perry, Andy ‘The ZMan’ Dunn, Glenn Wilson and myself were all re-award a Microsoft MVP award for their contributions to the XNA/DirectX communities. https://mvp.support.microsoft.com/communities/mvp.aspx?product=1&competency=XNA%2fDirectX A movement to get Michael McLaughlin an MVP award has started and you can join in too! http://twitter.com/#!/theBigDaddio/status/22744458621620224 http://www.xnadevelopment.com/MVP/MichaelMcLaughlinMVP.txt Don’t forget you can nominate ANYONE for a MVP award, that’s how they work. https://mvp.support.microsoft.com/gp/mvpbecoming  XNA Developers James Silva of Ska Studios hit 9,200 sales of ZP2KX and recommends you listen to Infected Mushroom. http://twitter.com/#!/Jamezila/status/22538865357094912 http://en.wikipedia.org/wiki/Infected_Mushroom Noogy creator of the upcoming XBLA title Dust an Elysian tail posts some details into his art creation. http://noogy.com/image/statue/statue.html Xbox LIVE Indie Game News Microsoft posts acknowledging there was an issue with the sales data that has been addressed and apologized for not posting about it sooner. http://forums.create.msdn.com/forums/p/71347/436154.aspx#436154 Winter Uprising sales still chugging along and being updated by Xalterax (by those developers willing to actually share sales numbers. Thanks for sharing guys, much appreciated!) http://forums.create.msdn.com/forums/t/70147.aspx Don’t forget about Dream Build Play coming up in February! http://www.dreambuildplay.com/Main/Home.aspx The Best Xbox LIVE Indie Games December Edition comes out on NeoGaf http://www.neogaf.com/forum/showthread.php?t=414485 The Greatest XBox LIVE Indie Games of 2010 on DealSpwn – Congrats to DrMistry and MStarGames for his #1 spot with his massive XBLIG Space Pirates From Tomorrow! http://www.dealspwn.com/xbligoty-2010/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Dealspwn+%28Dealspwn%29 XNA Game Development The future of XACT and WP7 has finally been confirmed and we finally know what our options are for looping audio seamlessly on WP7. http://forums.create.msdn.com/forums/p/61826/436639.aspx#436639  Super Mario 3 Design Notes is an interesting read for XBLIG developers, giving some insight to the training that natural occurs for players as they start playing the game. Good things for XBLIG developers to think about. http://www.significant-bits.com/super-mario-bros-3-level-design-lessons

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