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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

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  • Resources about cross platform application development in ANSI C [closed]

    - by Anindya Chatterjee
    Where can I get good resources for learning cross platform application development in plain ISO/ANSI C? I have cygwin and eclipse cdt with me to start in my win7 pc. I just need a couple of good resources containing all the best practices and techniques to write good and robust and scalable cross platform application. I am totally new to this cross platform business, no prior idea. Want to learn it in a proper way from the very beginning. Please help me out here.

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  • What can make peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but i don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • Is ORM an Anti-Pattern?

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

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  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • Is there a taskbar applet to show the status of a remote host?

    - by Mathew
    At the end of the day I would like to be able to copy files to my home PC just in case I feel inspired to work on them in the evening. But I only want to do this if the PC is on already. (I can remote wake-on-lan the PC but I don't want to always be doing that). I would like some taskbar applet that shows the status of the PC and whether I can ssh into it or not. Obviously it would also be interesting to have an idea as to how long it is on for whilst I am at work as that gives a good indication of whether anyone is in or not. However being able to unobtrusively copy files to the remote machine is the main objective. Perhaps another approach is to run rsync on cron and if the remote host is not up then I guess it will fail. Is that correct? If anyone else has ideas on how to best sync a work and home PC then please do tell.

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  • Vernon's book Implementing DDD and modeling of underlying concepts

    - by EdvRusj
    Following questions all refer to examples presented in Implementing DDD In article we can see from Figure 6 that both BankingAccount and PayeeAccount represent the same underlying concept of Banking Account BA 1. On page 64 author gives an example of a publishing organization, where the life-cycle of a book goes through several stages ( proposing a book, editorial process, translation of the book ... ) and at each of those stages this book has a different definition. Each stage of the book is defined in a different Bounded Context, but do all these different definitions still represent the same underlying concept of a Book, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? 2. a) I understand why User shouldn't exist in Collaboration Context ( CC ), but instead should be defined within Identity and Access Context IAC ( page 65 ). But still, do User ( IAC ), Moderator ( CC ), Author ( CC ),Owner ( CC ) and Participant ( CC ) all represent different aspects of the same underlying concept? b) If yes, then this means that CC contains several model elements ( Moderator, Author, Owner and Participant ), each representing different aspect of the same underlying concept ( just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA ). But isn't this considered a duplication of concepts ( Evan's book, page 339 ), since several model elements in CC represent the same underlying concept? c) If Moderator, Author ... don't represent the same underlying concept, then what underlying concept does each represent? 3. In an e-commerce system, the term Customer has multiple meanings ( page 49 ): When user is browsing the Catalog, Customer has different meaning than when user is placing an Order. But do these two different definitions of a Customer represent the same underlying concept, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? thanks

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  • Is there a shell-independent HUD-like menu search tool for Xfce/GNOME/Cinnamon?

    - by Redsandro
    The Ubuntu Heads-Up Display (HUD) - you love it or you hate it. Personally I rather like a classic desktop, so I use Xfce or GNOME-fork Cinnamon, and I'd like to keep those menu's where they are. But the HUD is pretty awesome when your menus are complex and you forgot where an option sits. This makes that search trick very interesting. I know the HUD is Unity specific. I am looking for a HUD-like tool to complement the menu in shells other than Unity. There is Appmenu Runner for KDE that does this. There is also appmenu-qt for KDE. Problem with the above is that it uses KDE libs, and it only works for KDE apps. This is Linux, there aught to be something like this for GNOME/GTK apps, right? Looking for any tool that can search the menus. I already use(d) Synapse, Kupfer and GNOME Do, but those are simply app-launchers (with some tricks). Something like that would suffice if only they included searching the menus for the currently focused application. The HUD allows users to activate menu items by typing part of the name. It uses a fuzzy search algorithm that will highlight partial matches. It can match menu items that are multiple layers deep in an application's menu hierarchy. The feature, which replaces traditional menu accelerators, is activated by pressing the alt key. Similar questions: Is there a way to search a menu bar in Debian? - Unix.StackExchange How can I access menu bar items alike hud (unity)? - Unix.StackExchange HUD in other window managers (especially xmonad) - AskUbuntu

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  • Microsoft Money alternative?

    - by torbengb
    I'm looking for something to replace my MS Money 2004 application. I've tried KMyMoney which seems pretty simple (that's good!) but it can't import the OFC files I get from my bank, so I would have to enter everything manually = not good. I've tried GnuCash which does import OFC files but I can't wrap my mind around this double-entry philosophy. It may be good for accounting but not for home use. I've tried to make MS Money run in Wine with some success but it was hard to make it work and I'd have to re-do that on my new machine. This is still a useful alternative for me though... Is there a similar tool that can import OFC files and that doesn't do double-entry accounting? Tax capability is not needed for me, I only do after-tax numbers. Some nice dashboard views (upcoming bills, future cash flow, total net worth) and some graphs would be a definite bonus!

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  • Searching for anaglyph 3D games and apps

    - by koanhead
    Hey all, recently I installed the Minecraft .jar and played it. It's a bit of fun, but the coolest thing about it IMO has been the anaglyph 3D option. Yay, a ViewMaster game! Anyway, I'm looking for other anaglyph 3D games and apps. I understand that there's an anaglyph plugin for Compiz as well, although it apparently is an inactive project since 2008. An anaglyph interface for Blender would be severely awesome, right?

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  • Information Spilling Across Object Boundaries

    - by Winston Ewert
    Many times my business objects tend to have situations where information needs to cross object boundaries too often. When doing OO, we want information to be in one object and as much as possible all code dealing with that information should be in that object. However, business rules do not follow this principle giving me trouble. As an example suppose that we have an Order which has a number of OrderItems which refers to an InventoryItem which has a price. I invoke Order.GetTotal() which sums the result of OrderItem.GetPrice() which multiples a quantity by InventoryItem.GetPrice(). So far so good. But then we find out that some items are sold with a two for one deal. We can handle this by having OrderItem.GetPrice() do something like InventoryItem.GetPrice( quantity ) and letting InventoryItem deal with this. However, then we find out that the two-for-one deal only lasts for a particular time period. This time period needs to be based on the date of the order. Now we change OrderItem.GetPrice() to be InventoryItem.GetPrice( quatity, order.GetDate() ) But then we need to support different prices depending on how long the customer has been in the system: InventoryItem.GetPrice( quantity, order.GetDate(), order.GetCustomer() ) But then it turns out that the two-for-one deals apply not just to buying multiple of the same inventory item but multiple for any item in a InventoryCategory. At this point we throw up our hands and just give the InventoryItem the order item and allow it to travel over the object reference graph via accessors to get the information its needs: InventoryItem.GetPrice( this ) TL;DR I want to have coupling in objects, but business rules often force me to access information from all over the place in order to make particular decisions. Are there good techniques for dealing with this? Do others find the same problem?

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  • Help migrating from VB style programming to OO programming [closed]

    - by Agent47DarkSoul
    Being a hobbyist Java developer, I quickly took on with OO programming and understood its advantages over procedural code from C, that I did in college. But I couldn't grasp VB event based code (weird, right?). Bottom-line is OOP came natural to me. Curently I work in a small development firm developing C# applications. My peers here are a bit attached to VB style programming. Most of the C# code written is VB6 event handling code in C#'s skin. I tried explaining to them OOP with its advantages but it wasn't clear to them, maybe because I have never been much of a VB programmer. So can anybody provide any resources: books, web articles on how to migrate from VB style to OO style programming ?

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  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

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  • When should one use the Abstract, Implements, or extends keywords?

    - by kdavis8
    I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond basic things, like hello world. but i'm having issues with some pretty basic OOP concepts; When should i derive from an abstract class? When is it more efficient to use an Interface instead of simply sub classing a parent? Basically, between extends, implements, and the abstract keywords, which keywords should be used instead of the others? i'm not looking for a basic definition, as i know them. i need to no when and why i should apply them to my code? what advantages does one have over the other? which is best for game development?

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  • Objected oriented approach to structure inside structure

    - by RishiD
    This is for C++ but should apply to any OO language. Trying to figure out the correct object oriented apporach to do the following (this is what I do in C). struct Container { enum type; union { TypeA a; TypeB b; }; } The type field determines if it TypeA or TypeB object. I am using this to handle responses coming back from a connection, they get parsed and get put into this structure and then based on the message type the appropriate fields get filled in. e.g. struct Container parseResponse(bufferIn, bufferLength); Is there an OO approach for doing this?

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  • Dependency injection and IOC containers in a closed project

    - by Puckl
    Does it make sense to assemble my project with dependency injection containers if I am the only one who will use the code of that project? The question came up when I read this IOC Article http://martinfowler.com/articles/injection.html The justification for using dependency injection in this article is that friends can reuse a class, and replace depending classes with their own classes because they get injected and not instantiated in the class. I would only use it to inject objects where they are needed instead of passing them through layers to their target. (Which is not so bad I learned here: Is it bad practice to pass instances through several layers?) (Maybe I will reuse parts of the project, who knows, but I don´t know if that is a good justification)

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  • How do I know if my game's average game session time is too small?

    - by you786
    My game has only one life, and the aim is to stay alive as long as possible to get as many points as possible (it's an endless runner). Using Google Analytics I found that players are staying alive for an average of 17 seconds. I could easily increase or decrease this by manipulating acceleration or starting speed. The question is, should I change it at all? Is there any research or general ideas on the best playing time for a game like this? I would also like to know about any research about how long an ideal mobile game session should last.

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  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

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  • Designing an API on top with Java RMI and Rest APIs

    - by user1303881
    I'm working on the backend of a java web application. We have a document repository (Fedora Commons specifically) where we house xml files. I want to abstract the API of the repository internally so that we aren't tightly coupled to one product. I'd also like to give the flexibility of connecting to to a repository via Java RMI or REST APIs. I was hoping to get advice or resources on how to implement something like this. My thought it that I'd have some abstract repository class that had methods like getRecord, updateRecord, and deleteRecord. In the constructor I would pass the URI for the repository and the API method and port. This would allow some flexibility in the future so that if the REST api became more practical, but allow the flexibility or using RMI which could (should?) have better performance. Am I over thinking this or am I on the right path?

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  • How do they keep track of the NPCs in Left 4 Dead?

    - by f20k
    How do they keep track of the NPC zombies in Left 4 Dead? I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there (say inside rooms or behind doors). Let's say there's about 10 or so zombies in a hallway and inside rooms. Does the game keep all of those zombies in a list and iterate through giving them commands? Do they just spawn when the user is within a certain radius or reached a special location? Say you placed the 4 units (controlled by players) on completely different places throughout the map. Let's assume you aren't being swarmed and then you have not killed any of these aimless NPCs. Would the game be keeping track of 10 x 4 = 40 zombies in total? Or is my understanding completely off? The reason I ask is if I were to implement something similar on a mobile device, keeping track of 40 or more NPCs might not be such a great idea.

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  • The year ahead, 2011.

    - by andrewstopford
    When I look back at last years look at 2010 my blogging rate has not changed much (I suspect this is largely down to using Twitter a lot) but my interests this year have developed a lot further. My view on 2010 would be that Microsoft would commit more to OSS, while I wanted to see more hires from that audience and more projects on Outercurve foundation instead there has been support for JQuery and Gems (aka NuGet). I would love to see more from Microsoft on the OSS front in 2011, Outercurve could become like the Apache foundation with enough support. Staying on the Microsoft front I predict that 2011 will bring the following. C# 5.0 will go RTM (still no MOP though) The next release of VS will go alpha or early beta MS MVC 4.0 (I think by Mix time) and maybe this release will get a command line. I also suspect that Microsoft will want to target the tablet market with WP7 in 2011 (Mix 2011 maybe...). I also predict the following Java will fork with Apache\Google. Oracle will then take them to court and the whole thing will boil right through 2011 (Java have had enough court cases, come on guys). Java and the JVM will sadly not move forward at all in 2011. Android will cause Apple a serious headache, both the smartphone and tablet market will see figures cut from Apple share. By the end of 2011 the current 70% apple market share will be 40-50%. As the features, performance and price of Android devices gets ever better Apple will be left out in the open. Lastly after 7 years I intend to move this blog away from weblogs. In 2011 I will be exploring Java, Ruby\Rails and Android and such subjects don't make sense to talk about it here. See you in 2011.

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  • How to manage long running background threads and report progress with DDD

    - by Mr Happy
    Title says most of it. I have found surprising little information about this. I have a long running operation of which the user wants to see the progress (as in, item x of y processed). I also need to be able to pause and stop the operation. (Stopping doesn't rollback the items already processed.) The thing is, it's not that each item takes a long time to get processed, it's that that there are usually a lot of items. And what I've read about so far is that it's somewhat of an anti-pattern to put something like a queue in the DB. I currently don't have any messaging system in place, and I've never worked with one either. Another thing I read somewhere is that progress reporting is something that belongs in the application layer, but it didn't go into the details. So having said all this, what I have in mind is the following. User request with list of items enters the application layer. Application layer gets some information from the domain needed to process the items. Application layer passes the items and the information off to some domain service (should the implementation of this service belong in the infrastructure layer?) This service spins up a worker thread with callbacks for both progress reporting and pausing/stopping it. This worker thread will process each item in it's own UoW. This means the domain information from earlier needs to be stored in some DTO. Since nothing is really persisted, the service should be singleton and thread safe Whenever a user requests a progress report or wants to pause/stop the operation, the application layer will ask the service. Would this be a correct solution? Or am I at least on the right track with this? Especially the singleton and thread safe part makes the whole thing feel icky.

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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