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  • How can I log key presses in Game Maker?

    - by skeletalmonkey
    I'm trying to create a log of a players actions as they play a game of Spelunky. The easiest I've found to do this is to log what keys are pressed at each frame. What I don't know how to do is how to integrate this with the Game Maker source code of Spelunky. Is there a specific way to create a script that is checked every frame/tick (don't know the right term) and a command to find what buttons are pressed?

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  • Advice on how to build html5 basic tile game (multi player, cross device)

    - by Eric
    I just read http://buildnewgames.com/real-time-multiplayer/ which explains the fundamentals and bets practices to build a massive real time multiplayer html5 game. My question is however given the “simplicity” of the game I need to build (simple kind of scratch game where you find or not something behind a tile), do I really need complex tools (canvas or node.js for example) ? The game The gamestakes place with a picture of our office as a background (tilemap). For HR purpose, we wish to create the following game fore employees: each day they can come to the website and click on a certain number of tiles (3 max per day) and find behind it motivation advice and interesting facts about the company. The constraints and rules the screen is divided into isometric 2D square tiles. There are basically an image (photograph of our office) number of tiles on the screen game: about 10,000 to much more (with scroll , see below) the players can scroll in 4 directions there are only 2 types of tiles: already open and closed player can open tiles that have not been yet open by other players there is no path for players : any player can click on any tile on the screen at any moment (if it’s not already done by another player) 2 players can’t be on the same tile at the same moment (or if they can, I’ll have to manage to see which one clicked on it first) only one type of player (all with similar roles), no weapon, no internal score… very simple game. no complex physics (collision only occurs if 2 players are on the same tile) The target I need to achieve: cross device, cross browsers high performance reaction (subsecond reactions) average nb of players per hour: up to 10K players per hour (quite high indeed but it’s because we aim at proving our case for the game to our business unit) So what I would like to know: 2D Tiled map: Do I need tiledmapeditor or can I enable me split the screen like here ? should I use canvas or plain html/css could be sufficient for my need? do I need a game engine/framework such as melon.js or crafty./js ? (even if the game play is extremely basic, I do need mouse and touché device support, mouse emulations on touch devices…) or ca I easily/quickly do it without? for my constraints and targets, should I use CPU acceleration ? for my constraints and targets, should I use web workers ? for the database, for a massively real time game should I avoid to put the current locations of player in MySQL as i feel it might slow me down. What kind of DB should I implement ? Thanks for your help !

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  • Game-a-Week One

    - by Matt Christian
    Anyone who chats with me on a semi-regular basis knows I am absolutely horrible at completing something from beginnning to end.  Often times I'll begin something, lose interest at some point, and end up moving onto the next thing.  For example, I have 1/2 a full game created, 1/3 of a novel written, and half of a model set created.  Needless to say, unless I have some sort of pressure to finish something I don't stick to it. Recently however one of my online buddies challenged me to create a simple game.  The start date was last Thursday and the final game needed to be delivered by this next Sunday (giving me just over a week).  However, I am going out of town this Friday so will need to deliver it by Thursday, giving me exactly 1 week to develop a game.  Here is what the game needed to include: The player should be able to shoot Shooting things should score points Sounds very simple, but given a single week to produce all art assets plus the game isn't an easy task.  So far I've developed: An animated Main Menu that loads via script files, allows the user to start a new game or exit the game The game is 3D and the player can move around the play area with an 'over-the-shoulder' camera HUD elements are drawn to display the player's current score When the player presses Esc they are shown a pause menu where they can resume the game by pressing Esc again, or quit the game by pressing Space There are also 2 items implemented that don't work perfectly: JigLibX physics library implementation On the main menu there is an arrow symbol that rotates to always point at your mouse I've got 2 days of development left so hopefully I can get collision working, some of the art cleaned up, and some more of the camera functionality working.  Also, I'll need to take some time to package the game up which hopefully shouldn't take too long.

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  • Terminology: Difference between software interface, software component, software unit, software modu

    - by JamieH
    I see these terms used quite a lot between various authors, but I can't seem to fix upon definitive definitions. From my POV a software interface is a "type" specifying the way in which a software component may be used by other softare components. But what exactly a software component is I'm not entirely sure (and it seems no-one else is either). Same goes for software unit, and software module, although I suspect that a software unit is a smaller, ahem, unit than a component, and a software module has something to do with packaging. I hope this is not deemed (and downvoted) as frivulous, as I have serious intent in the asking.

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  • Difference between "traditional" COM and COM+ (in Component Services)

    - by kizzx2
    By the "traditional" way I mean registering the DLL in registry. There seems to be another method to set up it by going to mmc-Component Services-COM+ Applications and adding the .tlb file. I have a COM library that supports both methods. When it installs, it registers itself in the registry as a COM component and it works fine. However, when I added the .tlb file using the Component Services method, the behavior seems to be different and it starts giving out errors. I suspect it has something to do with marshaling and inter-process object transfer? (Sorry, I'm really a noob in the COM area) Can anyone point me to a good resource to clear my understanding?

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  • Deploying backing bean with composite component in separate jar

    - by Checkoff
    I have some difficulties deploying my web app on JBoss AS 6.1. My current Project is separated into the main web app (controller/managed beans & web frontend using JSF 2 facelets) and one jar with the composite components + backing beans. But when I try to access the page I got an error that the specified component type could not be instantiated. Copying the backing bean into the main web app solves the problem, but this isn't what I want. So is there anything to pay attention to? The backing bean looks like @FacesComponent(value = "elementBase") public class ElementBase extends UINamingContainer { ... } and the composite components interface <composite:interface componentType="elementBase"> ... some attributes </composite:interface> The structure of the jar is the following -- META-INF |-- resources | |-- components | |-- elementBase.xhtml -- com |-- example | |-- ElementBase.class I've also tried to add faces-config.xml within META-INF folder, with the component type, but the component type was still not found.

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  • Custom component creation - how to add small icon representing component in Tool Palette?

    - by Wodzu
    Please bear in mind that I've read all the instructions I could find about adding component icon to my custom component. And I am able to do this when we talk about the icon size which is 24x24 pixels. I see the icon when a component is dropped on the form. However I can not see the small 16x16 icon which should be displayed when browsing Tool Palette. I've read that I should name my two other BMP files which are contained in DCR file like this: MyComponentName16 [for 16x16 BMP file] MyComponentName32 [for 32x32 BMP file] Unfortunately this does not seem to work, I've tried to restart Delphi few times in hope that it might be the case of not refreshing something, but without any success. Any ideas?

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Row Count Plus Transformation

    As the name suggests we have taken the current Row Count Transform that is provided by Microsoft in the Integration Services toolbox and we have recreated the functionality and extended upon it. There are two things about the current version that we thought could do with cleaning up Lack of a custom UI You have to type the variable name yourself In the Row Count Plus Transformation we solve these issues for you. Another thing we thought was missing is the ability to calculate the time taken between components in the pipeline. An example usage would be that you want to know how many rows flowed between Component A and Component B and how long it took. Again we have solved this issue. Credit must go to Erik Veerman of Solid Quality Learning for the idea behind noting the duration. We were looking at one of his packages and saw that he was doing something very similar but he was using a Script Component as a transformation. Our philosophy is that if you have to write or Copy and Paste the same piece of code more than once then you should be thinking about a custom component and here it is. The Row Count Plus Transformation populates variables with the values returned from; Counting the rows that have flowed through the path Returning the time in seconds between when it first saw a row come down this path and when it saw the final row. It is possible to leave both these boxes blank and the component will still work.   All input columns are passed through the transformation unaltered, you are not permitted to change or add to the inputs or outputs of this component. Optionally you can set the component to fire an event, which happens during the PostExecute phase of the execution. This can be useful to improve visibility of this information, such that it is captured in package logging, or can be used to drive workflow in the case of an error event. Properties Property Data Type Description OutputRowCountVariable String The name of the variable into which the amount of row read will be passed (Optional). OutputDurationVariable String The name of the variable into which the duration in seconds will be passed. (Optional). EventType RowCountPlusTransform.EventType The type of event to fire during post execute, included in which are the row count and duration values. RowCountPlusTransform.EventType Enumeration Name Value Description None 0 Do not fire any event. Information 1 Fire an Information event. Warning 2 Fire a Warning event. Error 3 Fire an Error event. Installation The component is provided as an MSI file which you can download and run to install it. This simply places the files on disk in the correct locations and also installs the assemblies in the Global Assembly Cache as per Microsoft’s recommendations. You may need to restart the SQL Server Integration Services service, as this caches information about what components are installed, as well as restarting any open instances of Business Intelligence Development Studio (BIDS) / Visual Studio that you may be using to build your SSIS packages. For 2005/2008 Only - Finally you will have to add the transformation to the Visual Studio toolbox manually. Right-click the toolbox, and select Choose Items.... Select the SSIS Data Flow Items tab, and then check the Row Count Plus Transformation in the Choose Toolbox Items window. This process has been described in detail in the related FAQ entry for How do I install a task or transform component? We recommend you follow best practice and apply the current Microsoft SQL Server Service pack to your SQL Server servers and workstations, and this component requires a minimum of SQL Server 2005 Service Pack 1. Downloads The Row Number Transformation is available for SQL Server 2005, SQL Server 2008 (includes R2) and SQL Server 2012. Please choose the version to match your SQL Server version, or you can install multiple versions and use them side by side if you have more than one version of SQL Server installed. Row Count Plus Transformation for SQL Server 2005 Row Count Plus Transformation for SQL Server 2008 Row Count Plus Transformation for SQL Server 2012 Version History SQL Server 2012 Version 3.0.0.6 - SQL Server 2012 release. Includes upgrade support for both 2005 and 2008 packages to 2012. (5 Jun 2012) SQL Server 2008 Version 2.0.0.5 - SQL Server 2008 release. (15 Oct 2008) SQL Server 2005 Version 1.1.0.43 - Bug fix for duration. For long running processes the duration second count may have been incorrect. (8 Sep 2006) Version 1.1.0.42 - SP1 Compatibility Testing. Added the ability to raise an event with the count and duration data for easier logging or workflow. (18 Jun 2006) Version 1.0.0.1 - SQL Server 2005 RTM. Made available as general public release. (20 Mar 2006) Screenshot Troubleshooting Make sure you have downloaded the version that matches your version of SQL Server. We offer separate downloads for SQL Server 2005, SQL Server 2008 and SQL Server 2012. If you get an error when you try and use the component along the lines of The component could not be added to the Data Flow task. Please verify that this component is properly installed.  ... The data flow object "Konesans ..." is not installed correctly on this computer, this usually indicates that the internal cache of SSIS components needs to be updated. This is held by the SSIS service, so you need restart the the SQL Server Integration Services service. You can do this from the Services applet in Control Panel or Administrative Tools in Windows. You can also restart the computer if you prefer. You may also need to restart any current instances of Business Intelligence Development Studio (BIDS) / Visual Studio that you may be using to build your SSIS packages. Once installation is complete you need to manually add the task to the toolbox before you will see it and to be able add it to packages - How do I install a task or transform component?

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • Tips on how to notify a user of new features in your game

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • Server-side Architecture for Online Game

    - by Draiken
    basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks ! EDIT: Just a little more information about the game. It is intended to be a very complex game with several functionalities, making some functionalities a "program" inside the program. It is not an usual game, like FPS or RPG but I intend on having a lot of users using these many different "programs" inside the game. If I wasn't clear enough, I'd really appreciate people that have already developed games with java client/server architecture, how they communicated, any frameworks, apis, messaging systems, etc. It is not a question of lack of knowledge of language, more a question for advice, so I don't end up creating something that works, but in the later stages will have to be rewriten for any kind of limiting reason. PS: sorry if my english is not perfect...

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Tips on how to notify a user of new features in your game (Android)

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • "Optimal" game loop for 2D side-scroller

    - by MrDatabase
    Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and draws the game objects. For example having a GameObject base class with a deep inheritance hierarchy could be good for maintenance... you can do something like the following: foreach(GameObject g in gameObjects) g.update(); However I think this approach can create performance issues. On the other hand all game objects' data and functions could be global. Which would be a maintenance headache but might be closer to an optimally performing game loop. Any thoughts? I'm interested in practical applications of near optimal game loop structure... even if I get a maintenance headache in exchange for great performance.

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  • Turn the Cables from Your Gaming or Electronics Setup into a Wall-Based Work of Art

    - by Asian Angel
    When it comes to gaming setups or our favorite electronics, there are always lots of cables to deal with. Now you could just bundle those cables up and try to hide them as best you can or you could turn them into a work of art… You can see additional pictures and find out how to set up your own wall-based work of art with those cables by visiting the blog post linked below. Feature Friday: Cords Away [via There I Fixed It] Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Which java game engine is better? [closed]

    - by user1276078
    I'm new to mobile game development and I have a number of questions to ask. So if you could please answer them, it would be highly appreciated The game I'm trying to release is a 2D arcade game. My intention is to release it on both the iOS platform and the Android platform. My best language is Java, so I would like to use a game engine where I can code with that. Which game engine is the best to accomplish all of this? I know that to make an iOS game with Xcode you need to use a Mac. My question is, do you still need a Mac if you're making a game for iOS without Xcode (like with OpenGL or something Thank you in advance

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  • What technology should I use to write my game?

    - by Alon
    I have a great idea for a 3D network game, and I've concluded that it is possible to write it in Java as an applet which will live under the web browser, just like a full software in C++. And it will look and feel the same. The main advantage of Java on C++ is that with Java you can play without downloading any software. I have already thought about the download of the graphics, sound, etc but I found a solution for it. RuneScape just proves that it is possible. So my first question is, should my game live on a web browser or on the operating system? I think that in a web browser it is much more portable, although you need install Java and stuff. But the fact is, that most MMO games are currently not in the web. If you suggest in a software so please suggest a language either - C++ or something more productive like Python or C#? So after choosing a language, I need a graphics solution. Should I write directly with OpenGL/DirectX or use a game engine? What game engine should I use? Ogre? jMonkeyEngine? What's your opinion? Thank you! P.S: Please don't use answers like "Use what you know".

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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • Is there a syntax highlighting editor component for Mac OS X

    - by Bytenik
    I am looking for a syntax highlighting component that I can include in a Mac OS X XCode project to allow editing of Ruby, C++, Lua, etc. I need a component that is open source or has the source included. My Google searches didn't turn up much in the way of Mac OS X frameworks or components at all, let alone the type I am looking for. Thanks for any pointers!

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  • Adding action in component in CakePHP

    - by Jim H
    Hi, I'm trying to create a CakePHP component for JQuery datatables in server-side mode. I've got the datatable working but I want to componentize it so I can reuse it in multiple controllers. When I include my new component in a controller I want it to create a new action on that controller called tabledata to handle the XHR queries from JQuery. Is such a thing possible? I'd also like to know if I'm going about this in completely the wrong way.

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  • WCF COM+ component

    - by Neil B
    I have a C# WCF client that is wrapped for COM+ Enterprise Services. I install the component on the target machine and use regsvcs to put it into Component services. My question is, where will it look for it's configuration file, as it is running under the dllhost process rather than a regular exe?

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