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  • How do I prove or disprove "god" objects are wrong?

    - by honestduane
    Problem Summary: Long story short, I inherited a code base and an development team I am not allowed to replace and the use of God Objects is a big issue. Going forward, I want to have us re-factor things but I am getting push-back from the teams who want to do everything with God Objects "because its easier" and this means I would not be allowed to re-factor. I pushed back citing my years of dev experience, that I'm the new boss who was hired to know these things, etc, and so did the third party offshore companies account sales rep, and this is now at the executive level and my meeting is tomorrow and I want to go in with a lot of technical ammo to advocate best practices because I feel it will be cheaper in the long run (And I personally feel that is what the third party is worried about) for the company. My issue is from a technical level, I know its good long term but I'm having trouble with the ultra short term and 6 months term, and while its something I "know" I cant prove it with references and cited resources outside of one person (Robert C. Martin, aka Uncle Bob), as that is what I am being asked to do as I have been told having data from one person and only one person (Robert C Martin) is not good enough of an argument. Question: What are some resources I can cite directly (Title, year published, page number, quote) by well known experts in the field that explicitly say this use of "God" Objects/Classes/Systems is bad (or good, since we are looking for the most technically valid solution)? Research I have already done: I have a number of books here and I have searched their indexes for the use of the words "god object" and "god class". I found that oddly its almost never used and the copy of the GoF book I have for example, never uses it (At least according to the index in front of me) but I have found it in 2 books per the below, but I want more I can use. I checked the Wikipedia page for "God Object" and its currently a stub with little reference links so although I personally agree with that it says, It doesn't have much I can use in an environment where personal experience is not considered valid. The book cited is also considered too old to be valid by the people I am debating these technical points with as the argument they are making is that "it was once thought to be bad but nobody could prove it, and now modern software says "god" objects are good to use". I personally believe that this statement is incorrect, but I want to prove the truth, whatever it is. In Robert C Martin's "Agile Principles, Patterns, and Practices in C#" (ISBN: 0-13-185725-8, hardcover) where on page 266 it states "Everybody knows that god classes are a bad idea. We don't want to concentrate all the intelligence of a system into a single object or a single function. One of the goals of OOD is the partitioning and distribution of behavior into many classes and many function." -- And then goes on to say sometimes its better to use God Classes anyway sometimes (Citing micro-controllers as an example). In Robert C Martin's "Clean Code: A Handbook of Agile Software Craftsmanship" page 136 (And only this page) talks about the "God class" and calls it out as a prime example of a violation of the "classes should be small" rule he uses to promote the Single Responsibility Principle" starting on on page 138. The problem I have is all my references and citations come from the same person (Robert C. Martin), and am from the same single person/source. I am being told that because he is just one guy, my desire to not use "God Classes" is invalid and not accepted as a standard best practice in the software industry. Is this true? Am I doing things wrong from a technical perspective by trying to keep to the teaching of Uncle Bob? God Objects and Object Oriented Programming and Design: The more I think of this the more I think this is more something you learn when you study OOP and its never explicitly called out; Its implicit to good design is my thinking (Feel free to correct me, please, as I want to learn), The problem is I "know" this, but but not everybody does, so in this case its not considered a valid argument because I am effectively calling it out as universal truth when in fact most people are statistically ignorant of it since statistically most people are not programmers. Conclusion: I am at a loss on what to search for to get the best additional results to cite, since they are making a technical claim and I want to know the truth and be able to prove it with citations like a real engineer/scientist, even if I am biased against god objects due to my personal experience with code that used them. Any assistance or citations would be deeply appreciated.

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  • multi_index composite_key replace with iterator

    - by Rohit
    Is there anyway to loop through an index in a boost::multi_index and perform a replace? #include <iostream> #include <string> #include <boost/multi_index_container.hpp> #include <boost/multi_index/composite_key.hpp> #include <boost/multi_index/member.hpp> #include <boost/multi_index/ordered_index.hpp> using namespace boost::multi_index; using namespace std; struct name_record { public: name_record(string given_name_,string family_name_,string other_name_) { given_name=given_name_; family_name=family_name_; other_name=other_name_; } string given_name; string family_name; string other_name; string get_name() const { return given_name + " " + family_name + " " + other_name; } void setnew(string chg) { given_name = given_name + chg; family_name = family_name + chg; } }; struct NameIndex{}; typedef multi_index_container< name_record, indexed_by< ordered_non_unique< tag<NameIndex>, composite_key < name_record, BOOST_MULTI_INDEX_MEMBER(name_record,string, name_record::given_name), BOOST_MULTI_INDEX_MEMBER(name_record,string, name_record::family_name) > > > > name_record_set; typedef boost::multi_index::index<name_record_set,NameIndex>::type::iterator IteratorType; typedef boost::multi_index::index<name_record_set,NameIndex>::type NameIndexType; void printContainer(name_record_set & ns) { cout << endl << "PrintContainer" << endl << "-------------" << endl; IteratorType it1 = ns.begin(); IteratorType it2 = ns.end (); while (it1 != it2) { cout<<it1->get_name()<<endl; it1++; } cout << "--------------" << endl << endl; } void modifyContainer(name_record_set & ns) { cout << endl << "ModifyContainer" << endl << "-------------" << endl; IteratorType it3; IteratorType it4; NameIndexType & idx1 = ns.get<NameIndex>(); IteratorType it1 = idx1.begin(); IteratorType it2 = idx1.end(); while (it1 != it2) { cout<<it1->get_name()<<endl; name_record nr = *it1; nr.setnew("_CHG"); bool res = idx1.replace(it1,nr); cout << "result is: " << res << endl; it1++; } cout << "--------------" << endl << endl; } int main() { name_record_set ns; ns.insert( name_record("Joe","Smith","ENTRY1") ); ns.insert( name_record("Robert","Brown","ENTRY2") ); ns.insert( name_record("Robert","Nightingale","ENTRY3") ); ns.insert( name_record("Marc","Tuxedo","ENTRY4") ); printContainer (ns); modifyContainer (ns); printContainer (ns); return 0; } PrintContainer ------------- Joe Smith ENTRY1 Marc Tuxedo ENTRY4 Robert Brown ENTRY2 Robert Nightingale ENTRY3 -------------- ModifyContainer ------------- Joe Smith ENTRY1 result is: 1 Marc Tuxedo ENTRY4 result is: 1 Robert Brown ENTRY2 result is: 1 -------------- PrintContainer ------------- Joe_CHG Smith_CHG ENTRY1 Marc_CHG Tuxedo_CHG ENTRY4 Robert Nightingale ENTRY3 Robert_CHG Brown_CHG ENTRY2 --------------

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  • Troubleshooting Your Network with Oracle Linux

    - by rickramsey
    Are you afraid of network problems? I was. Whenever somebody said "it's probably the network," I went to lunch. And hoped that it was fixed by the time I got back. Turns out it wasn't that hard to do a little basic troubleshooting Tech Article: Troubleshooting Your Network with Oracle Linux by Robert Chase You're no doubt already familiar with ping. Even I knew how to use ping. Turns out there's another command that can show you not just whether a system can respond over the network, but the path the packets to that system take. Our blogging platform won't allow me to write the name down, but I can tell you that if you replace the x in this word with an e, you'll have the right command: tracxroute Once you get used to those, you can venture into the realms of mtr, nmap, and netcap. Robert Chase explains how each one can help you troubleshoot the network, and provides examples for how to use them. Robert is not only a solid writer, he is also a brilliant motorcyclist and rides an MV Augusta F4 750. About the Photograph Photo of flowers in San Simeon, California, taken by Rick Ramsey on a ride home from the Sun Reunion in May 2014. - Rick Follow me on: Personal Blog | Personal Twitter   Follow OTN Garage on: Web | Facebook | Twitter | YouTube

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  • Installation Won't Finish

    - by Joey G
    I installed Ubuntu 12.10 (32-bit) on my Acer Aspire One notebook and replaced the Windows 8 Consumer Preview. Everything went fine, but right before the installation finished, it got stuck. The loading bar at the bottom is full, and it says "Copying installation logs," but my mouse won't move and it's been at this point for almost an hour. Also, the mouse is in the loading spin, so I know my computer didn't freeze. Should I just restart now? I'm not sure if it's at the last stage, but it seems like it is, and this has taken more than the rest of the installation together. EDIT- I had my computer go in sleep mode for a minute and now I can move the mouse again. When I click the "Copying.." part, it says "Activation (eth1) Stage 4 of 5 complete" but "5 of 5" (I assume that comes next) isn't starting.

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  • Programming concepts taken from the arts and humanities

    - by Joey Adams
    After reading Paul Graham's essay Hackers and Painters and Joel Spolsky's Advice for Computer Science College Students, I think I've finally gotten it through my thick skull that I should not be loath to work hard in academic courses that aren't "programming" or "computer science" courses. To quote the former: I've found that the best sources of ideas are not the other fields that have the word "computer" in their names, but the other fields inhabited by makers. Painting has been a much richer source of ideas than the theory of computation. — Paul Graham, "Hackers and Painters" There are certainly other, much stronger reasons to work hard in the "boring" classes. However, it'd also be neat to know that these classes may someday inspire me in programming. My question is: what are some specific examples where ideas from literature, art, humanities, philosophy, and other fields made their way into programming? In particular, ideas that weren't obviously applied the way they were meant to (like most math and domain-specific knowledge), but instead gave utterance or inspiration to a program's design and choice of names. Good examples: The term endian comes from Gulliver's Travels by Tom Swift (see here), where it refers to the trivial matter of which side people crack open their eggs. The terms journal and transaction refer to nearly identical concepts in both filesystem design and double-entry bookkeeping (financial accounting). mkfs.ext2 even says: Writing superblocks and filesystem accounting information: done Off-topic: Learning to write English well is important, as it enables a programmer to document and evangelize his/her software, as well as appear competent to other programmers online. Trigonometry is used in 2D and 3D games to implement rotation and direction aspects. Knowing finance will come in handy if you want to write an accounting package. Knowing XYZ will come in handy if you want to write an XYZ package. Arguably on-topic: The Monad class in Haskell is based on a concept by the same name from category theory. Actually, Monads in Haskell are monads in the category of Haskell types and functions. Whatever that means...

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  • Sitefinity SimpleImageSelector to return Url of image instead of Guid

    - by Joey Brenn
    It's been quite a while but I've found something to blog about!I've been working with Sitefinity for some time now and one of the things that I've struggled with, and I'm not the only one is something that should be simple.  See, all I want to do is be able to choose a picture from one of the libraries within Sitefinity and be able to display it via the GUID it returns or the path of the URL.  I want to do this from my user control or a custom control.Well, it turns out that this is not built in, at least I've not been able to get anything working correctly until I found this post and was able to get it to work.  However, I want to store the relative URL of the image so I made a small change to make it return the URL instead of the GUID.To make the change, in the SimpleImageSelectorDialog.js file, on line 43, change the original line:var selectedValue = this.get_imageSelector().get_selectedImageId();to the new line:var selectedValue = this.get_imageSelector().get_selectedImageUrl();var selectedValue = this.get_imageSelector().get_selectedImageUrl();Of course, save and recomple the project and now it will return the URL instead of the GUID of the image from the choosen Album.

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  • Gett Tor and Irssi working together

    - by Joey Bagodonuts
    Hi I am trying to get Tor working with Irssi. The directions at the bottom of this page Freenode Install Link say to :~/.irssi$ tor MapAddress 10.40.40.40 p4fsi4ockecnea7l.onion Feb 12 04:26:51.101 [notice] Tor v0.2.1.29 (r318f470bc5f2ad43). This is experimental software. Do not rely on it for strong anonymity. (Running on Linux x86_64) Feb 12 04:26:51.101 [warn] Command-line option 'p4fsi4ockecnea7l.onion' with no value. Failing. Feb 12 04:26:51.101 [err] Reading config failed--see warnings above. Or add it to the torrc file and reload irssi .irssi$ cat /etc/tor/torrc |grep 10.40.40 mapaddress 10.40.40.40 p4fsi4ockecnea7l.onion This is a paste from within irssi after running $torify irssi [04:33] Math::BigInt: couldn't load specified math lib(s), fallback to Math::BigInt::FastCalc at /usr/local/share/perl/5.10.1/Crypt/DH.pm line 6 [04:33] [04:33] *** Irssi: Loaded script cap_sasl So I thought it was a CPAN module issue. cpan[1]> install Math::BigInt This was also done for FastCalc and retried with force install. What am I doing wrong? Thanks

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  • Box2d too much for Circle/Circle collision detection?

    - by Joey Green
    I'm using cocos2d to program a game and am using box2d for collision detection. Everything in my game is a circle and for some reason I'm having a problem with some times things are not being detected as a collision when they should be. I'm thinking of rolling up my own collision detection since I don't think it would be too hard. Questions are: Would this approach work for collision detection between circles? a. get radius of circle A and circle B. b. get distance of the center of circle A and circle B c. if the distance is greater than or equal to the sum of circle A radius and circle B radius then we have a hit Should box2d be used for such simple collision detection? There are no physics in this game.

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  • What is the purpose of the "non-endorsement clause" in the New BSD license?

    - by Joey Adams
    Note: This question is not about the "obnoxious BSD advertising clause". The New BSD license does not contain that clause, and is compatible with the GPL. I'm trying to pick between the New BSD license and the MIT license for my own projects. They are essentially identical, except the BSD license contains the following clause: Neither the name of the <organization> nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. Why would anyone want to use this clause? What's wrong with gaining some notoriety if someone makes a well-known piece of software using your code? Also, wouldn't dictating what users can and cannot do with your given name fall outside the domain of intellectual property?

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • Configuring 12voip with a sip softphone in Ubuntu

    - by Joey
    I want to change my work PC to Ubuntu but one thing is in my way... We use 12voip since we didn't find lower calling rates in Europe. The thing is 12voip doesn't have a Linux program :-(. I tried to set it up with instructions from this page (under 'Software configuration') with almost all clients that the software center of Ubuntu offers, but the best results i got to had a lot of echo. Now i must admit this echo exists also with the Windows version of the program, but there- once you use headphones its gone, while on the Ubuntu sip phones it stays and its worst in general. I don't know if my problem has to do with codecs or something else, and i was hoping someone can help check it and tell me which sip phone i can work with, and instructions on how to configure it correctly. Btw i tried Google, and all i could find were questions like mine or similar, no good answers. Thanks!

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  • Software Architecture and Design vs Psychology of HCI class

    - by Joey Green
    I have two classes to choose from and I'm wanting to get an opinion from the more experienced game devs which might be better for someone who wants to be an indie game dev. The first is a Software Architecture and Design course and the second is a course titled Psychology of HCI. I've previously have taken a Software Design course that was focused only on design patterns. I've also taken an Introduction to HCI course. Software Architecture and Design Description Topics include software architectures, methodologies, model representations, component-based design ,patterns,frameworks, CASE-based desgins, and case studies. Psychology of HCI Description Exploration of psychological factors that interact with computer interface usablilty. Interface design techniques and usability evaluation methods are emphasized. I know I would find both interesting, but my concern is really which one might be easier to pick up on my own. I know HCI is relevant to game dev, but am un-sure if the topics in the Software Architecture class would be more for big software projects that go beyond the scope of games. Also, I'm not able to take both because the overlap.

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • Mobile Apps for Hospitals?

    - by Joey Green
    I currently work for a pretty large hospital and have been dabbling in iPhone development for a couple years. The CEO is wanting to get together a group to see what mobile technology we could create. I was contacted to be the main developer. I wanted to gather some ideas of what kind of mobile apps people have seen deployed in hospitals. Not necessarily medical apps that you can get on the app store, but rather apps built specifically for a hospital. Any ideas? If this is not the appropriate forum for a question like this, can someone point me to a forum where it would be appropriate?

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • When I update, It says I should check my internet and it says I should I should use apt-cdrom but I can't get onto it

    - by Joey
    W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/main/binary-amd64/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/restricted/binary-amd64/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/main/binary-i386/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/restricted/binary-i386/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , E:Some index files failed to download. They have been ignored, or old ones used instead.

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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  • What is the best way to learn Cocos2D?

    - by Joey Green
    I've messed around with iPhone development for a couple years now. I've done some contract work. I want to get into Cocos2D to develop a game idea that I have. I was wondering what might be the best/quickest way to get up in running in cocos2d? I've thought about a book, but I wondering if that is needed? I'm the type of guy that just wants to know what everything does and is suppose to be used for. Any ideas?

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  • Requirements Analysis in Game Development?

    - by Joey Green
    I'm a software engineering student with a focus on game development and am wondering how big of a part does requirement analysis play a part in game development? I'm asking because there is a class being offered and I could take it. It is all about requirements analysis. Here is a description: An in-depth study of current research and practice in requirements elicitation, requirements, analysis, requirements specification,requirements verification and validation, and requirements management. Would this type of knowledge be useful for an independent game developer?

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  • Do employers prefer software engineering over CS majors?

    - by Joey Green
    I'm in grad school at a university that was one of the first to have a software engineering accredited program. My undergrad is in CS. An employer recently recruited at our university and hired 5 SE majors. None of them were CS. Do employers prefer software engineering majors? The reason I ask is because I can focus on many different areas during my graduate studies and really want to take the classes that will help me land a great job. Right now I'm either going to use CUDA and parallelize an advanced ray-tracer for a graduate project or do research on non-photo-realistic rendering in augmented reality. Pursuing these would leave very little SE classes in my schedule. If I went the software engineering route, I would probably either do research into data-oriented programming or software design complexity. Sometimes I think when I'm 40 and look back will it matter at all? For some reason I'm thinking not.

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