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  • Has anyone used tools like (Chef, Salt, Puppet, CfEngine) to configure a 2008 Win Server with Sql?

    - by Development 4.0
    I have been looking into tools to automate the creation of servers. For two different reasons: Production Development machines I love the idea of the immutable server. I have seen the tools demoed and used successfully on *nix boxes running Rails or Lamp etc. Has anyone found a good way to do this in the Microsoft stack? I would like to get in on the fun and create scripts that will install Windows, patch it according to specification, deploy Sql Server create scripts to build out a database and just for fun deploy SharePoint and configure it, and then deploy a SharePoint solution to it. I can get part of the way, install Windows manually, install Sql Server manually, use Powershell to do all the configuration and setup. Install SharePoint and configure part of it, then powershell for the rest of the configuration and deploying a solution. I would love to have the ability to run one script though, or at least one unified process. I can, and have mostly used VM template images and then instantiated them, but the creation of the template is usually a manual step.

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  • 2 HP Procurve 4000M switches and Comcast SMC Gateway

    - by Cole Tierney
    We've got 2 HP Procurve 4000M switches joined by a trunk. Switch 1 is connected to a Cisco 2600 router which is connected to a T1. Internet traffic for hosts on switch 2 must pass through the trunk to switch 1. We're now switching to Comcast who's given us 4 port SMC router. I would like to connect each switch to the comcast router to reduce traffic on the trunk, but I don't want to create a loop. The switches support spanning tree protocol, but I don't know how this would work with the comcast router. Would a triangle network like this work? Thanks for any tips.

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  • My New Job

    - by Stuart Brierley
    Last year I started a new job with a logistics company in the North of England, where I was responsible for the management, design and development of IT Integration strategies, architectures and solutions using BizTalk Server 2009.  This included the design and implementation of the BizTalk Server 2009 infrastructure, the definition of development standards, mentoring a fellow developer in the ways of BizTalk and migrating a number of existing solutions from Softshare over to BizTalk 2009. Unfortunately I then realised that, following this initial set up, there didn't actually seem to be that much BizTalk work for me to get stuck into and reluctantly I have now moved on from this role to a very similar role with the country's largest office supplies company.  Based in Sheffield, we distribute office supplies on a UK wide basis and computer supplies across Europe. The situation here is slightly different than when I first joined my previous employer.  Whereas that was a green field installation with no previous BizTalk solutions in place, my new employer currently has a number of live BizTalk 2000 (!) and BizTalk 2006 solutions in place.  Unfortunately the infrastructure around these is less than ideal; with no clear distinction between development and test environments and no source control what so ever! We are currently building a proposal for a new BizTalk Server 2010 implementation, where I am hopeful of being able to implement fully independent development, test and pseudo-live environments, alongside an enterprise level live installation.  We should also be introducing Team Foundation Server to the development process, thereby giving us some much needed source control capabilities. Following this is likely to be a period of migration for the existing BizTalk Solutions, along with the onward development of new projects and initiatives - I'm hoping to be a busy man for the forseeable future :o)

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  • What options do I have for game hosting.

    - by Jonathan Kaufman
    DISCLAIMER: I know this question starts to leave development island but it is very game development related and still think this is the best place. I see many free MMOs/online desktop client games out there. I am baffled at the ability to fund such. I don't mind hosting myself but would at least like to have someone host a matchmaking service. If these indie devs really are pouring money down the server drain then I'm screwed but if some one can "learn me" :) some alternatives I would greatly appreciate it.

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  • Platform for DS/Gameboy Dev - Managed Memory, Tools, and Unit Testing

    - by ashes999
    I'm interested in dabbling in Nintendo DS, 3DS, or GBA development. I would like to know what my (legal) options for development tools and IDEs are. In particular, I would not consider moving in this direction unless I can find: A programming language that has managed memory (garbage collection) A unit testing tool akin to JUnit, NUnit, etc. for unit tests I would also prefer if other tools exist, like code-coverage, etc. for that platform. But the main thing is managed memory and unit testing. What options are out there?

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  • Mercurial mirror: abort: No such file or directory: http://[...]/00manifest.i

    - by Sridhar Ratnakumar
    I am trying to setup a daily mirror of a mercurial repository - code.python.org in particular - within our local network, and serve that via Apache HTTPD. On the remote host that hosts apache, I did this: $ cd /var/www $ hg clone http://code.python.org/hg/trunk/ On my macbook, I ran: $ hg -v clone http://remote/trunk/ (falling back to static-http) abort: No such file or directory: http://remote/trunk/.hg/store/00manifest.i Google does not show any relevant result for this particular error. I remember back in those days being able to setup Bazaar mirrors by a simple clone. Doesn't Mercurial work like that? How do I setup a mirror that must further act like a clone URL?

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  • Best Way To Develop Robust Cross-Platform Application?

    - by Clay
    Windows C programmer here (going back to 1992 and Windows95 back when it was called Windows93). Can function in C++, but mostly still a C programmer. Looking to build a cross-platform casual game. Very numbers heavy with only a few artistic embellishments and animations, so perhaps a development environment for business apps might be the best option. Or an easy-to-use 2D game dev platform. Target platforms: Windows, Mac, MS Tablet, iPhone, iPad, Android. I currently develop on Windows with Visual Studio 2012, but we could spend up to $50K on hardware/software/middleware if necessary. Not very competent getting open-source software working. Would rather pay the money and jump right into app development. Recommendations?

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  • iTorque for a simple arcade game

    - by Herfus
    I have a basic understanding of programming, but I am no programmer. I've had a couple of a semesters with java programming, so we're talking pretty basic here. I have some scripting experience with game editors where I've created a few (simple) encounters, boss AI, abilities, events and so on. I've mostly done level design with UDK, Source and several other toolsets for a few years now, but I'd like to divert some of the focus to iphone-development. I've participated in a few development projects (source, udk, daot) where I've had a variety of roles (yet never beyond simple scripting). I have just finished prototyping an Iphone game (using game maker) and begun a bit more precise planning on what I'll have to do for the real version. The game is fairly simple, perhaps the best comparison in scope and complexity would be Doodlejump for iPhone. The reason I created the prototype was not just to answer a few questions about the gameplay, but to get some insight into what kind of problems I might face when trying to develop the real thing. I've been looking for engines that I can use for this. iTorque looks, so far, like the best option with a scripting language and WYSIWYG-editor. However the price is fairly steep and I'd like to prepare myself as much as possible before jumping into this, which is why I'm going to ask a few questions here. What kind of difficulties do you think I might run into, considering what you've read so far? Not just with torque, but development in general. I'm making this question mostly to have someone to reality check me. I usually achieve to do what I'm trying to do with scripting, but something tells me there's a very big difference between scripting an AI or an event and creating game logic. Will it be too much of a leap? Just how simple is it to use the Torque scripting language? Obviously I don't expect to be prepared, I expect it to be a learning process. However, I'd still like to be at least a bit confident on the time I'll have to dedicate to this first.

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  • For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?

    - by Eric Palakovich Carr
    I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with an orthogonal projection is just the way to go. I'm thinking about getting back into creating 2D games, in particular on mobile phone but maybe on the XNA platform as well. To make something using OpenGL I'd have a (hopefullly) small learning curve to acclimate myself to 3D development. Is there any reason to skip that and instead work with a 2D framework where I just have a Width x Height frame buffer I need to fill with pixels?

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  • Videos: Getting Started with Java Embedded

    - by Tori Wieldt
    Are you a Java developer? That means you can write applications for embedded processors! There are new six new videos up on the YouTube/Java channel that you can watch to get more information. To get an overview, watch James Allen of Oracle Global Business Development give OTN a tour of the Oracle booth at ARM Techcon. He also explains the huge opportunity for Java in the embedded space. These videos from Oracle Engineering show you how to leverage your knowledge to seamlessly develop in a space that is really taking off. Java SE Embedded Development Made Easy, Part 1 This video demonstrates how developers already familiar with the Java SE development paradigm can leverage their knowledge to seamlessly develop on very capable embedded processors. Part one of a two-part series. Java SE Embedded Development Made Easy, Part 2 This video demonstrates how developers already familiar with the Java SE development paradigm can leverage their knowledge to seamlessly develop on very capable embedded processors. Part two of a two-part series. Mobile Database Synchronization - Healthcare Demonstration This video demonstrates how a good portion of Oracle's embedded technologies (Java SE-Embedded, Berkeley DB, Database Mobile Server) can be applied to a medical application. Tomcat Micro Cluster See how multiple embedded devices installed with Java Standard Edition HotSpot for Armv5/Linux and Apache Tomcat can be configured as a micro cluster. Java Embedded Partnerships Kevin Smith of Oracle Technical Business Development explains what's new for partners and Java developers in the embedded space. Learn how you can start prototyping for Qualcomm's new Orion board before it's available. (Sorry about the video quality, the booth lights were weird.)   Visit the YouTube/Java channel for other great Java videos. <fade to black>

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  • Directory paths for resources and assets

    - by The Communist Duck
    If I have a file stucture for my final, released game something like: Main folder Media Images Other assets Sounds Executable List item And a different one for my 'in development' project, with the same Media folder but: Main Source and .obj, etc. Media with everything Bin folder with executable I obviously cannot hardcode file pathnames into this, like: "../Media/Image/evilguy.png" or "Media/Image/foo.jpg" because they wouldn't work with one of the builds and would require a lot of switching names. Instead, does it make sense for my resource manager, that loads everything, to have some kind of prefix path? Then, I can just do Get("foo.jpg") or Get("Sounds/boom.ogg") And simply switch out, for the final release, the ctr argument from the relative path for the development build to the release layout? If not, how have other people sorted these sorts of things out?

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  • Bazaar - pull the last revision only (and not the whole branch)

    - by Sandman4
    Shortly: How can I take the latest revision (only) from a remote bazaar repository and add it as a new revision to a local repository. Background: I have a development system and a production system. On a development system there's a bazaar repository having branch with lots of development revisions. Once in a while I want to incorporate the latest developments into production system. I want to do so by some sort of "pulling" (development system can not connect to production for security reasons, but production can initiate connection to development). On the production, I don't want the whole development revision history, only those revisions which actually go into production (normally it's the branch tip). Yet I want version control on the production system to keep track of what actually goes into production each time. bzr pull pulls the whole branch. bzr pull --revision=last:1 also pulls the whole branch, up to the specified revision. bzr merge --pull --revision=last:1 also pulls the whole branch. bzr merge --pull --revision=last:2..last:1 and bzr merge --pull --change=last:1 both pull only the new changes introduced in the latest revision, but not changes introduced in the older revisions. With lightweight checkout I have no track of revisions which are pulled into production - local working tree remains part of the remote repository The only way I see so far is importing the working tree using some rsync or scp and committing them to a local branch afterwards. Any better ideas ?

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  • Mercurial mirror: abort: No such file or directory: http://[...]/00manifest.i

    - by Sridhar Ratnakumar
    I am trying to setup a daily mirror of a mercurial repository - code.python.org in particular - within our local network, and serve that via Apache HTTPD. On the remote host that hosts apache, I did this: $ cd /var/www $ hg clone http://code.python.org/hg/trunk/ On my macbook, I ran: $ hg -v clone http://remote/trunk/ (falling back to static-http) abort: No such file or directory: http://remote/trunk/.hg/store/00manifest.i Google does not show any relevant result for this particular error. I remember back in those days being able to setup Bazaar mirrors by a simple clone. Doesn't Mercurial work like that? How do I setup a mirror that must further act like a clone URL?

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  • What do you look for in a scripting language?

    - by Jon Purdy
    I'm writing a little embedded language for another project. While game development was not its original intent, it's starting to look like a good fit, and I figure I'll develop it in that vein at some point. Without revealing any details (to avoid bias), I'm curious to know: What features do you love in a scripting language for game development? If you've used Lua, Python, or another embedded language such as Tcl or Guile as your primary scripting language in a game project, what aspects did you find the most useful? Language features (lambdas, classes, parallelism) Implementation features (performance optimisations, JIT, hardware acceleration) Integration features (C, C++, or .NET bindings) Or something entirely different?

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  • Is component-based design an architectural pattern or design pattern?

    - by xEnOn
    When using the component-based paradigm in game development with engines like Unity, is component-based design an architectural pattern, or a design pattern? Can I even say that component-based design is my "main" architectural pattern for my game? I see architectural patterns as being more high-level than design pattern. The component-based design in game development's context (like with Unity engine) seems to fit as an architectural pattern to me. However, on some sites, I read that component-based design is a behavioural pattern, much like other behavioural design patterns, and not so much like an architectural pattern like MVC.

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  • Are there any good guides for making mods for Minecraft?

    - by Pureferret
    I've been coding in Java for 5 months at work now, and having past experience with programming in other languages, modifying existing code at Uni etc. I feel like I want to get started on (read: continue learning to program by) modding with minecraft. I know what I need, but not exactly how to do so. I once saw some good guides on the minecraft forum, but they all explained how to write in java, hows different classes in the code work etc. I'm more interested in how you decompile the code, write your own separate from the main 'trunk' of minecraft and then package it to install with a tool like 'Magic Loader'. My issue with these guides is that they always relied on being in windows, but I'm primarily a linux user, and the guides on the forums only seemed to assume you were on a Windows box. So is there a good 'walkthrough' for modding for Minecraft? Especially one where it assumes or at least allows for the fact you are in linux?

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  • Legality of similar games

    - by Jamie Taylor
    This is my first question on GD.SE, and I hope it's in the right place. A little background: I'm an amateur (read: not explicitly employed to develop games, but am employed as a software developer) game developer and took a ComSci with Games Development degree. My Question: What is the legal situation/standpoint of creating a copycat title? I know that there are only N number of ways of solving a problem, and N number of ways to design a piece of software. Say that an independent developer designed a copycat game (a Tetris clone in this example) for instance, and decided to use that game to generate income for themselves as well as interest for their other products. Say the developer adds a disclaimer into the software along the lines of "based on , originally released c. by ." Are there any legal problems/grey areas with the developer in this example releasing this game, commercially? Would they run into legal problems? Should the developer in this example expect cease and desist orders or law suit claims from original publishers? Have original publishers been known to, effectively, kill independent projects because they are a little too close to older titles? I know that there was, at least, one attempt by a group of independent developers to remake Sonic the Hedgehog 2 and Sega shut them down. I also know of Sega shutting down development of the independent Streets of Rage Remake. I know that "but it's an old game, your honour," isn't a great legal standpoint when it comes to defending yourself. But, could an independent developer have a law suit filed against them for re-implementing an older title in a new way? I know that there are a lot of copycat versions of the older titles like Tetris available on app stores (and similar services), and that it would be very difficult for a major publisher to shut them all down. Regardless of this, is making a Tetris (or other game) copycat/clone illegal? We were taught lots of different things at University, but we never covered copyright law. I'm presuming that their thought behind it was "IF these students get jobs in games development, they wont need to know anything about the legal side of it, because their employers will have legal departments... presumably" tl;dr Is it illegal to create a clone or copycat of an old title, and make money from it?

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  • How can I get started programming OpenGL on Mac OS X?

    - by Michael Stum
    I'm trying to start OpenGL programming on a Mac, which brings me into unknown territory on a lot of things. During the day, I'm a Web Developer, working in C# and before that in PHP and Delphi, all on Windows. During the night, I try to pick up Mac/OpenGL skills, but everything is so different. I've been trying to look for some books, but the OpenGL books are usually for iOS (tons of them out there) and the Mac Books usually cover "normal" application Development. I want to start simple with Pong, Tetris and Wolfenstein. I see that there are a bunch of different OpenGL Versions out there. I know about OpenGL ES 1&2, but I don't know about the "big" OpenGL Versions - which ones are commonly supported on 10.6 and 10.7 on current (2010/2011) Macs? Are there any up to date (XCode 4) books or tutorials? I don't want to use a premade Engine like Unity yet - again, I know next to nothing about any Mac development.

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  • How should I handle missing resources?

    - by concept3d
    Your game expects a certain asset to be loaded, but it isn't found. How should the situation be handled? For example: Texture* grassTexture = LoadTexture("Grass.png"); // returns NULL; texture not found Mesh* car = LoadMesh("Car.obj"); // returns NULL; 3D mesh not found It might have been accidentally deleted by the user, corrupted or misspelled while in development. Some potential responses: Assertions (ideally only during development) Exit the game gracefully Throw an exception and try to handle it. Which way is best?

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  • Collaboration platforms

    - by Thomas
    Are there any good collaboration platforms for game development? This would include the following features: Easy way to find various people you need to build games (programmer, artist etc) and forming a team like for example codeplex Online portfolio for users where they can offer their services (either paid or free) Posibility to create a game specific blog or site with social media integration to show the world what's being created Easy way to manage game content / resources with sufficient online storage, version control and if possible source control Manage all phases of game development (startup, creating concept, finding a team, creating proof of concept, production phase etc) and publish specific information for each phase also on social media etc. Manage asset creation flow (request for specific content like a sound, production of sound, uploading the sound, notification to the requester, implementation of the file, retouching in several cycles etc)

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  • Choice of Input / music / graphics libraries for an indie game - what factors should I consider?

    - by RusselMeMan
    I was wondering which tools (grapics-sound-input libraries, game engine libraries) that the following indie games used: Braid Superbrothers: S&S Super Meat Boy Limbo Fez (I know this one is XNA) Also, what is in common use in production games? My guess for game development in C++ is: -DirectX is most common for  Windows games -SDL or SDL+OpenGL is most common for  Linux games -OpenGL + Apple APIs are most common for OSX development What do most indie game projects use? If I wanted to casually build my own game for fun in C++ with the idea of possibly releasing it to Steam or something someday, is there anything I should be concerned about if I make it with DirectX for music/sound/input and build my own game engine? Thanks!

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  • How do you handle unfound resources?

    - by concept3d
    For example your game expects a certain asset to be loaded what is the best way to handle it if the resource isn't found, for example: Texture* grassTexture = LoadTexture("Grass.png");// returns NULL as texture is not found. Mesh* car = LoadMesh("Car.obj");// returns NULL as 3d mesh is not found What if for some reason the resource wasn't found e.g. deleted by user, misspelling while in development ? Should I use Assertions (which is only useful while in development? Exit the game gracefully ? or even thrown an exception and try to handle it? On a separate question, if I used a handle system instead of pointers (which I am already working on) I don't see how this would help me recover from unfound resources, Does a handle system help in situations like this?

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  • How relevant is PHP today for browser games?

    - by Bitgarden
    I was the lead developer of 2 moderately successful browser games quite a few years back, and plan on working on a new game soon. At the time, I wrote them in pure PHP (no template engine or anything of the sort). I'd like to start working on a new game, but have been out of the web development world for a while. Reading around, I hear a lot of good about Rails, Django, Node.js, etc., with which I have no experience (although I know my way around Python, Javascript, and the others quite well). So my question is the following- if I were to go in my old ways and go with PHP again, would I be making things hard for myself? Would picking something more "trendy" have a real impact on my development? In addition, does anyone have any pointers relating to specifically developing browser games with these more modern tools?

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  • Where to start, to develop an online Backgammon game?

    - by Matt V.
    I would like to develop a backgammon game to play against other players online, as a way of learning more Javascript/jQuery and a little game development. I'm a web developer and most of my experience is in PHP. I have minimal Javascript experience and no game development experience. Where should I start? Are there any particular books, tutorials, libraries, or frameworks that would help give me a jumpstart? As a beginner, am I better of using the DOM or Canvas?

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  • I.T. degree for game programming?

    - by user6175
    Hi, I am a 19 year old who has always been interested in video & computer games. I developed the interested for game programming about three months ago and started researching on the profession. The only degrees always suggested on the internet and in books are those of computer science, physics, mathematics, & game development. BSc Information Technology has been my major for the past two years; and even though my university teaches we the I.T. students computer programming (in c++, c#, java) and offers us the opportunity to undertake some computer science courses of our choice in addition to the regular I.T. courses, I am feeling insecure about my prospects in getting into the profession. My question is: Will a game development company hire me if I exhibit good math, physics and game programming skills with an I.T. degree? If NO, will I have to obtain an MSc in a much more related course.

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