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  • how should I network my turn based game?

    - by ddriver1
    I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use kyronet for the networking api. I want the game to be networked, but I do not know how I should go about it. My current idea is to connect two users together, and the first one to join the game becomes the game host, while the other becomes the client. However after reading http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ it seems my game would be suited to a peer to peer lockstep model. Would that make programming the networking side much easier? Any suggestions on how I should structure my networking would be greatly appreciated

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  • Junit: splitting integration test and Unit tests.

    - by jeff porter
    Hello all, I've inherited a load of Junit test, but these tests (apart from most not working) are a mixture of actual unit test and integration tests (requiring external systems, db etc). So I'm trying to think of a way to actually separate them out, so that I can run the unit test nice and quickly and the integration tests after that. The options are.. 1: Split them into separate directories. 2: Move to Junit4 and annotate the classes to separate them. 3: Use a file naming convention to tell what a class is , i.e. AdapterATest and AdapterAIntergrationTest. 3 has the issue that Eclipse has the option to "Run all tests in the selected project/package or folder". So it would make it very hard to just run the integration tests. 2: runs the risk that developers might start writing integration tests in unit test classes and it just gets messy. 1: Seems like the neatest solution, but my gut says there must be a better solution out there. So that is my question, how do you lot break apart integration tests and proper unit tests?

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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  • Is there a real difference between dynamic analysis and testing?

    - by user970696
    Often testing is regarded as a dynamic analysis of a software. Yet while writing my thesis, the reviewer noted to me that dynamic analysis is about analyzing the program behind the scenes - e.g. profiling and that it is not the same as testing because its "analysis" which looks inside and observes. I know that "static analysis" is not testing, should we then separate this "dynamic analysis" also from testing? Some books do refer to dynamic analysis in this sense. I would maybe say that testing is a one mean of dynamic analysis?

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  • Good book(s) for MMORPG design & implementation?

    - by mawg
    I am a long time professional C/C++ programmer (mostly embedded systems) and a hobbyist windows & php hacker. Can anyone recommend a book(s) specifically aimed at designing and (hopefully) implementing an MMORPG? I don't need general how to design or how to code books. Maybe a really good generic games book, but I am not interested in 1st person shooters, I want to know what it takes to implement an MMORPG. Good books, maybe also good URLs. Thanks just searching eBay and Amazon threw up a whole slew of books. Amazon's customer reviews give me an idea of how good they are, and the overview tells me what areas they cover

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  • Test Doubles : Do they go in "source packages" or "test packages"?

    - by sbrattla
    I've got a couple of data access objects (DefaultPersonServices.class, DefaultAddressServices.class) which is responsible for various CRUD operations in a database. A few different classes use these services, but as the services requires that a connection is established with a database I can't really use them in unit tests as they take too long. Thus, I'd like to create a test doubles for them and simply do FakePersonServices.class and FakeAddressService.class implementations which I can use throughout testing. Now, this is all good (I assume)...but my question relates to where I put the test doubles. Should I keep them along with the default implementations (aka "real" implementations) or should I keep them in a corresponding test package. The default implementations are found in Source Packages : com.company.data.services. Should I keep the test doubles here too, or should the test doubles rather be in Test Packages : com.company.data.services?

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  • What Are Some Tips For Writing A Large Number of Unit Tests?

    - by joshin4colours
    I've recently been tasked with testing some COM objects of the desktop app I work on. What this means in practice is writing a large number (100) unit tests to test different but related methods and objects. While the unit tests themselves are fairly straight forward (usually one or two Assert()-type checks per test), I'm struggling to figure out the best way to write these tests in a coherent, organized manner. What I have found is that copy and Paste coding should be avoided. It creates more problems than it's worth, and it's even worse than copy-and-paste code in production code because test code has to be more frequently updated and modified. I'm leaning toward trying an OO-approach using but again, the sheer number makes even this approach daunting from an organizational standpoint due to concern with maintenance. It also doesn't help that the tests are currently written in C++, which adds some complexity with memory management issues. Any thoughts or suggestions?

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  • If you should only have one assertion per test; how to test multiple inputs?

    - by speg
    I'm trying to build up some test cases, and have read that you should try and limit the number of assertions per test case. So my question is, what is the best way to go about testing a function w/ multiple inputs. For example, I have a function that parses a string from the user and returns the number of minutes. The string can be in the form "5w6h2d1m", where w, h, d, m correspond to the number of weeks, hours, days, and minutes. If I wanted to follow the '1 assertion per test rule' I'd have to make multiple tests for each variation of input? That seems silly so instead I just have something like: self.assertEqual(parse_date('5m'), 5) self.assertEqual(parse_date('5h'), 300) self.assertEqual(parse_date('5d') ,7200) self.assertEqual(parse_date('1d4h20m'), 1700) In the one test case. Is there a better way?

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  • How to write automated tests for SQL queries?

    - by James
    The current system we are adopting at work is to write some extremely complex queries which perform multiple calculations and have multiple joins / sub-queries. I don't think I am experienced enough to say if this is correct or not so I am agreeing and attempting to function with this system as it has clear benefits. The problem we are having at the moment is that the person writing the queries makes a lot of mistakes and assumes everything is correct. We have now assigned a tester to analyse all of the queries but this still proves extremely time consuming and stressful. I would like to know how we could create an automated procedure (without specifically writing it with code if possible as I can work out how to do that the long way) to verify a set of 10+ different inputs, verify the output data and say if the calculations are correct. I know I could write a script using specific data in the database and create a script using c# (the db is SQL Server) and verify all the values coming out but I would like to know what the official "standard" is as my experience is lacking in this area and I would like to improve. I am happy to add more information if required, add a comment if necessary. Thank you. Edit: I am using c#

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  • What does well written, readable tests look like?

    - by Industrial
    Doing unit testing for the first time at a large scale, I find myself writing a lot of repetitive unit tests for my business logic. Sure, to create complete test suites I need to test all possibilities but readability feels compromised doing what I do - as shown in the psuedocode below. How would a well written, readable test suit look like? describe "UserEntity" -> it "valid name validates" ... it "invalid name doesnt validate" ... it "valid list of followers validate" ..

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  • Should Starting a Quick Game via Google Game Services be Iterated?

    - by user46727
    I have been following this tutorial for Google Play Game Services. I am a little unclear as to if the room matching algorithm should be looped or not. Can I just initialize this process once and let it time out? Or by iterating through it is it somehow rechecking it? If anyone had the approximate timeout that would be great as well. The problem stems from the fact that even when both phones are signing into the Game Services (at virtually the same time, my friend and I logged in), the room is not registering multiple people. One time my friend's phone even entered the game map, showing that he somehow was able to progress from the room initialization process. Relevant screen update methods which I am starting this matchmaking process: @Override public void update(float deltaTime) { game.options.updateTiles(); if(!isInitiated) { startQuickGame(); } } private void startQuickGame() { // auto-match criteria to invite one random automatch opponent. // You can also specify more opponents (up to 3). if(game.mGoogleClient.isConnected() && !isInitiated) { Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0); // build the room config: RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance()); roomConfigBuilder.setMessageReceivedListener(Network.getInstance()); roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance()); roomConfigBuilder.setAutoMatchCriteria(am); RoomConfig roomConfig = roomConfigBuilder.build(); // create room: Games.RealTimeMultiplayer.create(game.mGoogleClient, roomConfig); // go to game screen this.mRoom = Network.getInstance().getRoom(); if(this.mRoom != null && this.mRoom.getParticipants().size() >= 2) { game.setScreen(new MultiGameScreen(game, this.mRoom)); isInitiated = true; } } else { game.mGoogleClient.connect(); } }

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  • SQL University: What and why of database testing

    - by Mladen Prajdic
    This is a post for a great idea called SQL University started by Jorge Segarra also famously known as SqlChicken on Twitter. It’s a collection of blog posts on different database related topics contributed by several smart people all over the world. So this week is mine and we’ll be talking about database testing and refactoring. In 3 posts we’ll cover: SQLU part 1 - What and why of database testing SQLU part 2 - What and why of database refactoring SQLU part 2 – Tools of the trade With that out of the way let us sharpen our pencils and get going. Why test a database The sad state of the industry today is that there is very little emphasis on testing in general. Test driven development is still a small niche of the programming world while refactoring is even smaller. The cause of this is the inability of developers to convince themselves and their managers that writing tests is beneficial. At the moment they are mostly viewed as waste of time. This is because the average person (let’s not fool ourselves, we’re all average) is unable to think about lower future costs in relation to little more current work. It’s orders of magnitude easier to know about the current costs in relation to current amount of work. That’s why programmers convince themselves testing is a waste of time. However we have to ask ourselves what tests are really about? Maybe finding bugs? No, not really. If we introduce bugs, we’re likely to write test around those bugs too. But yes we can find some bugs with tests. The main point of tests is to have reproducible repeatability in our systems. By having a code base largely covered by tests we can know with better certainty what a small code change can break in other parts of the system. By having repeatability we can make code changes with confidence, since we know we’ll see what breaks in other tests. And here comes the inability to estimate future costs. By spending just a few more hours writing those tests we’d know instantly what broke where. Imagine we fix a reported bug. We check-in the code, deploy it and the users are happy. Until we get a call 2 weeks later about a certain monthly process has stopped working. What we don’t know is that this process was developed by a long gone coworker and for some reason it relied on that same bug we’ve happily fixed. There’s no way we could’ve known that. We say OK and go in and fix the monthly process. But what we have no clue about is that there’s this ETL job that relied on data from that monthly process. Now that we’ve fixed the process it’s giving unexpected (yet correct since we fixed it) data to the ETL job. So we have to fix that too. But there’s this part of the app we coded that relies on data from that exact ETL job. And just like that we enter the “Loop of maintenance horror”. With the loop eventually comes blame. Here’s a nice tip for all developers and DBAs out there: If you make a mistake man up and admit to it. All of the above is valid for any kind of software development. Keeping this in mind the database is nothing other than just a part of the application. But a big part! One reason why testing a database is even more important than testing an application is that one database is usually accessed from multiple applications and processes. This makes it the central and vital part of the enterprise software infrastructure. Knowing all this can we really afford not to have tests? What to test in a database Now that we’ve decided we’ll dive into this testing thing we have to ask ourselves what needs to be tested? The short answer is: everything. The long answer is: read on! There are 2 main ways of doing tests: Black box and White box testing. Black box testing means we have no idea how the system internals are built and we only have access to it’s inputs and outputs. With it we test that the internal changes to the system haven’t caused the input/output behavior of the system to change. The most important thing to test here are the edge conditions. It’s where most programs break. Having good edge condition tests we can be more confident that the systems changes won’t break. White box testing has the full knowledge of the system internals. With it we test the internal system changes, different states of the application, etc… White and Black box tests should be complementary to each other as they are very much interconnected. Testing database routines includes testing stored procedures, views, user defined functions and anything you use to access the data with. Database routines are your input/output interface to the database system. They count as black box testing. We test then for 2 things: Data and schema. When testing schema we only care about the columns and the data types they’re returning. After all the schema is the contract to the out side systems. If it changes we usually have to change the applications accessing it. One helpful T-SQL command when doing schema tests is SET FMTONLY ON. It tells the SQL Server to return only empty results sets. This speeds up tests because it doesn’t return any data to the client. After we’ve validated the schema we have to test the returned data. There no other way to do this but to have expected data known before the tests executes and comparing that data to the database routine output. Testing Authentication and Authorization helps us validate who has access to the SQL Server box (Authentication) and who has access to certain database objects (Authorization). For desktop applications and windows authentication this works well. But the biggest problem here are web apps. They usually connect to the database as a single user. Please ensure that that user is not SA or an account with admin privileges. That is just bad. Load testing ensures us that our database can handle peak loads. One often overlooked tool for load testing is Microsoft’s OSTRESS tool. It’s part of RML utilities (x86, x64) for SQL Server and can help determine if our database server can handle loads like 100 simultaneous users each doing 10 requests per second. SQL Profiler can also help us here by looking at why certain queries are slow and what to do to fix them.   One particular problem to think about is how to begin testing existing databases. First thing we have to do is to get to know those databases. We can’t test something when we don’t know how it works. To do this we have to talk to the users of the applications accessing the database, run SQL Profiler to see what queries are being run, use existing documentation to decipher all the object relationships, etc… The way to approach this is to choose one part of the database (say a logical grouping of tables that go together) and filter our traces accordingly. Once we’ve done that we move on to the next grouping and so on until we’ve covered the whole database. Then we move on to the next one. Database Testing is a topic that we can spent many hours discussing but let this be a nice intro to the world of database testing. See you in the next post.

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  • Regression testing for firewall changes

    - by James C
    We have a number of firewalls in place around our organisation and in some cases packets can pass through four levels of firewall limiting the flow TCP traffic. A concept that I'm used to from software testing is regression testing, allowing you to run a test suite against a changed application to verify that the new changes haven't affected any old features. Does anyone have any experience or an offer any solutions to being able to perform the same type of thing with firewall changes and network testing? The problem becomes a lot more complicated because you'd ideally want to be originating (and testing receipt) of packets across many machines.

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  • Verfication vs validation again, does testing belong to verification? If so, which?

    - by user970696
    I have asked before and created a lot of controversy so I tried to collect some data and ask similar question again. E.g. V&V where all testing is only validation: http://www.buzzle.com/editorials/4-5-2005-68117.asp According to ISO 12207, testing is done in validation: •Prepare Test Requirements,Cases and Specifications •Conduct the Tests In verification, it mentiones. The code implements proper event sequence, consistent interfaces, correct data and control flow, completeness, appropriate allocation timing and sizing budgets, and error definition, isolation, and recovery. and The software components and units of each software item have been completely and correctly integrated into the software item Not sure how to verify without testing but it is not there as a technique. From IEEE: Verification: The process of evaluating software to determine whether the products of a given development phase satisfy the conditions imposed at the start of that phase. [IEEE-STD-610]. Validation: The process of evaluating software during or at the end of the development process to determine whether it satisfies specified requirements. [IEEE-STD-610] At the end of development phase? That would mean UAT.. So the question is, what testing (unit, integration, system, uat) will be considered verification or validation? I do not understand why some say dynamic verification is testing, while others that only validation. An example: I am testing an application. System requirements say there are two fields with max. lenght of 64 characters and Save button. Use case say: User will fill in first and last name and save. When checking the fields and Save button presence, I would say its verification. When I follow the use case, its validation. So its both together, done on the system as a whole.

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  • How to verify the code that could take a substantial time to compile? [on hold]

    - by user18404
    As a follow up to my prev question: What is the best aproach for coding in a slow compilation environment To recap: I am stuck with a large software system with which a TDD ideology of "test often" does not work. And to make it even worse the features like pre-compiled headers/multi-threaded compilation/incremental linking, etc is not available to me - hence I think that the best way out would be to add the extensive logging into the system and to start "coding in large chunks", which I understand as code for a two-three hours first (as opposed to 15-20 mins in TDD) - thoroughly eyeball the code for a 15 minutes and only after all that do the compilation and run the tests. As I have been doing TDD for a quite a while, my code eyeballing / code verification skills got rusty (you don't really need this that much if you can quickly verify what you've done in 5 seconds by running a test or two) - so I am after a recommendations on how to learn these source code verification/error spotting skills again. I know I was able to do that easily some 5-10 years ago when I din't have much support from the compiler/unit testing tools I had until recently, thus there should be a way to get back to the basics.

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  • How can I test linkable/executable files that require re-hosting or retargeting?

    - by hagubear
    Due to data protection, I cannot discuss fine details of the work itself so apologies PROBLEM CASE Sometimes my software projects require merging/integration with third party (customer or other suppliers) software. these software are often in linkable executables or object code (requires that my source code is retargeted and linked with it). When I get the executables or object code, I cannot validate its operation fully without integrating it with my system. My initial idea is that executables are not meant to be unit tested, they are meant to be linkable with other system, but what is the guarantee that post-linkage and integration behaviour will be okay? There is also no sufficient documentation available (from the customer) to indicate how to go about integrating the executables or object files. I know this is philosophical question, but apparently not enough research could be found at this moment to conclude to a solution. I was hoping that people could help me go to the right direction by suggesting approaches. To start, I have found out that Avionics OEM software is often rehosted and retargeted by third parties e.g. simulator makers. I wonder how they test them. Surely, the source code will not be supplied due to IPR rgulations. UPDATE I have received reasonable and very useful suggestions regarding this area. My current struggle has shifted into testing 3rd party OBJECT code that needs to be linked with my own source code (retargeted) on my host machine. How can I even test object code? Surely, I need to link them first to even think about doing anything. Is it the post-link behaviour that needs to be determined and scripted (using perl,Tcl, etc.) so that inputs and outputs could be verified? No clue!! :( thanks,

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  • How is game development different from other software development?

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

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  • Is it possible to design a multiplayer game which can be played from different devices?

    - by user9820
    I want to design a online multiplayer game for all gaming devices e.g. Desktop PC, internet browser, android phones, android tablets, iphone, ipad, XBOX 360 etc. Now my main requirement is that, I want all devices can be used to play the game in multiplayer mode toghether i.e. One player can be connected using PC another using android phone and other may be with iphone or ipad. My doubts are - How to make all devices to connect to common game server? What will be the logic for graphics and texture because all devices screen will be of different aspect ratio?

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  • What's the recommended way of doing a HUD for an android game?

    - by joxnas
    Basically the question is in the title. I'm creating a RTS game and I will need buttons like attack move / attack ground, etc. I am not using any engine. When people do games in OpenGL for android (my case), do they ever use android components to control the game or do they create their components in the game? What are the general recommended approach, if there's any? How about more complex components like scrolling lists of items , etc? I would also appreciate you to pair your answer with a brief comment about how was your experience using the approach(es) you describe. Thanks :)

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  • Any learning/studying material for C/C++ that use game programming as learning context out there?

    - by mac
    As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am not looking for material about "developing games" or "software architecture for games", but rather for material that uses "game programming" as the CONTEXT for introducing and illustrating C/C++ features, idioms, programming techniques, etc... With a simile: think to the GOF book on design patterns. There, they used "developing a text-editor" as a context for introducing design patterns, but the book is most definitively not a book about "developing text-editors". Thanks in advance for your time and advice! PS: My background: I am a programmer with a solid experience in OO scripting languages and only some experience in C and Assembler (on AVR microcontrollers), so I am thinking to mid-to-advanced level material, rather than tutorials for beginners, although it might be interesting to take a look to the latter ones if nothing else is available.

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  • Where to hire a scenario writer for a small interactive story game?

    - by Alexander Gladysh
    I need a scenario for a small dialog-based game / interactive story. The game would be used as an example for a middleware tool we're developing. I would like to buy an existing story (it should be dynamic of course — with branching dialogs etc.), or hire someone to write a new one. Please advise, where to go to find such person / service? We're based in Russia, so getting a talented enough native English writer locally is a bit of a problem. Update: To be extra clear: We must get all necessary rights to reuse the story and make a derived work (i.e. the game we're talking about) from it. This is a commercial product. Borrowing someone else's work at random and using it just not going to work.

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  • How do I render terrain in a 2.5D perspective, like in the game Don't Starve?

    - by Hamdan
    I have experience in making 2D side scroller games such as Terraria, but now I want to challenge myself and make a game that has a 2.5D perspective. The game I am trying to mimic is Don't Starve. Right now my focus is on figuring out how to render the ground. I am having a hard time figuring out how they generated the ground, and then rendered it. The way I think they rendered the ground is by first painting the ground in some paint program, and then somehow manipulating that flat image so that it appears to have depth. I am completely confused by how you would actually render that type of terrain. I want the terrain to have the following features: Look like the terrain in Don't Starve, here is a video showing the terrain in Don't Starve The terrain will be flat, and the camera's angle and perspective will be fixed Any tips and hints will be appreciated, Thank you in advance. (I am working in Java, using the Light Weight Java Game Library (LWJGL).)

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  • How much game dev does $x amount of money get you?

    - by Frank
    How much a game costs to make gets asked often and is always answered with it depends or varies on the quality of the game. Well this is basically the same question but is a bit more precise. I'm wonder what quality of game you can make with varying degrees of funds. Lets say 500k, 1m, 2m, 5m, 10m, 15m, and 20m. Let's assume you don't do any of it yourself and it only covers development only... no advertising or manufacturing.

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  • How do I create a game that runs on Windows, iOS and Android?

    - by AspaApps
    I use C++ to create windows games and now I want to step into another other OS like Android or iOS. I'm totally familiar with C++ so I tried to create app for iOS using objective C it was working awesome. However, I also want to publish games for Android but not by using Java. I don't want to create a single game 5-6 times for other platforms. Is their any way that if I create game for Windows then it will work in Android and iOS ? Or should I use Action Script 3.0? If I use action script 3.0, will it require Flash player to run the game in Windows, Android, iOS?

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