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  • Oracle Open World 2012: SQL Developer Recap

    - by thatjeffsmith
    Last week was the ‘big show’ in San Francisco. I was very happy to meet many of you in person. And many of you had questions – lots of questions! We had full or overflowing rooms for our sessions and hands-on-labs. The SQL Developer ‘booths’ were also slammed several times. So exciting to see so many of YOU excited about SQL Developer. It’s very cool to hear the stories of our tools saving you and your organizations so much time (and money!) Instead of doing a Day 0 – Day 9 recap, I thought I’d share with you the questions that I heard more than once. And just for giggles, I’ll throw in some answers as well So in no particular order… What’s the difference between Oracle SQL Developer & Oracle SQL Developer Data Modeler? Mathematically speaking – two words. But as far as the actual modeling features go, there’s no difference between the two applications. The same ‘code’ or features as it pertains to data modeling and design are in both tools. However, in SQL Developer you have all of the OTHER features fighting for real estate in the UI. So I have a general rule of thumb – if you spend MOST of your time in the database, use SQL Developer. And if you spend most of your time in the data model, run the separate and dedicated program, Oracle SQL Developer Data Modeler. Here’s a couple of screenshots to drive home the UI point: Oracle SQL Developer Oracle SQL Developer Data Modeler running INSIDE of SQL Developer. Notice how the Modeler menu items fold under the file menu? Oracle SQL Developer Data Modeler Easier to navigate and manipulate your models with the stand alone modeler. Just no worksheet to run your ad-hoc queries, etc. Don’t forget you can disable the Data Modeler inside of SQL Developer via the Extensions preference page. How can I model my table partitions? Partitioning is defined via the Physical model. So after you have finished your relational model, you need to generate a physical model. Oracle SQL Developer Data Modeler Physical Model and Partitioning Open the properties for your physical model table. Enable the ‘partitioned’ property. Once you do so, the ‘Partitioning’ page will activate. Lots and lots of partitioning support and options here But what about Interval Partitioning? An extension of range partitioning in 11gR2, we don’t currently support this partitioning scheme in SQL Developer. But we’re working on it! Can SQL Developer ignore column order when comparing models? Yes! After you start a model compare, one of your options is to disregard the order of an attribute or column definition. Tell SQL Developer you don’t care when your column shows up, just as long as it DOES show up. Wow, you got a lot of questions around modeling! Is that normal? Yes! While we appreciate that many folks inherit their applications and associated designs, new applications are being ‘born’ every day. Since both of our tools are free for anyone to design their new Oracle applications with, we attract a fair amount of attention I want to do a Hands On Lab. How do I get your software and instructional guides? Go here. Download VirtualBox. Then download the VB image. Import the appliance. Start it. Connect oracle/oracle on the OEL VM. Click on ‘Start Here’ in the desktop. Follow the instructions. If you need help, ask away! You went too fast in your Tips & Tricks session. Do you have cliff notes? Yes! And you’re SO close to finding them! Just go to my SQL Developer resources page. All of my tips are documented on this blog somewhere. I’ve indexed the most popular ones on the resource page. You can use the Search dialog on the right to find the rest. Or just send me a comment or question, and I’ll do my best to answer them as they come in.

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  • Evoland: A Video Game About Video Game History

    - by Jason Fitzpatrick
    Browser-based Evoland is, hands down, one of the more clever video game concepts to come across our desk. The game itself is a history of video games–as you play the game the game evolves from a limited 8-bit monochrome adventure into a modern game. You start off unable to do anything but move right and collect a treasure chest. That treasure chest unlocks the left key (keys are configured in a WASD style keypad) which in turn allows you to move around a simple monochromatic forest clearing to unlock the rest of the movement keys. From there you begin unlocking more game features, effectively evolving the game from monochrome to 16 and then 64 bit color and unlocking various game play features. The game itself is short and can be played in about the same time you could watch a video covering the basics of various game changes over the last 30 years but actually playing the game and watching the evolution in progress is far more rewarding. Hit up the link below to take it for a spin. Evoland [via Boing Boing] How To Switch Webmail Providers Without Losing All Your Email How To Force Windows Applications to Use a Specific CPU HTG Explains: Is UPnP a Security Risk?

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • SQL Developer at Oracle Open World 2012

    - by thatjeffsmith
    We have a lot going on in San Francisco this fall. One of the most personal exciting bits, for what will be my 4th or 5th Open World, is that this will be my FIRST as a member of Team Oracle. I’ve presented once before, but most years it was just me pressing flesh at the vendor booths. After 3-4 days of standing and talking, you’re ready to just go home and not do anything for a few weeks. This time I’ll have a chance to walk around and talk with our users and get a good idea of what’s working and what’s not. Of course it will be a great opportunity for you to find us and get to know your SQL Developer team! 3.4 miles across and back – thanks Ashley for signing me up for the run! This year is going to be a bit crazy. Work wise I’ll be presenting twice, working a booth, and proctoring several of our Hands-On Labs. The fun parts will be equally crazy though – running across the Bay Bridge (I don’t run), swimming the Bay (I don’t swim), having my wife fly out on Wednesday for the concert, and then our first WhiskyFest on Friday (I do drink whisky though.) But back to work – let’s talk about EVERYTHING you can expect from the SQL Developer team. Booth Hours We’ll have 2 ‘demo pods’ in the Exhibition Hall over at Moscone South. Look for the farm of Oracle booths, we’ll be there under the signs that say ‘SQL Developer.’ There will be several people on hand, mostly developers (yes, they still count as people), who can answer your questions or demo the latest features. Come by and say ‘Hi!’, and let us know what you like and what you think we can do better. Seriously. Monday 10AM – 6PM Tuesday 9:45AM – 6PM Wednesday 9:45AM – 4PM Presentations Stop by for an hour, pull up a chair, sit back and soak in all the SQL Developer goodness. You’ll only have to suffer my bad jokes for two of the presentations, so please at least try to come to the other ones. We’ll be talking about data modeling, migrations, source control, and new features in versions 3.1 and 3.2 of SQL Developer and SQL Developer Data Modeler. Day Time Event Monday 10:454:45 What’s New in SQL Developer Why Move to Oracle Application Express Listener Tueday 10:1511:455:00 Using Subversion in Oracle SQL Developer Data Modeler Oracle SQL Developer Tips & Tricks Database Design with Oracle SQL Developer Data Modeler Wednesday 11:453:30 Migrating Third-Party Databases and Applications to Oracle Exadata 11g Enterprise Options and Management Packs for Developers Hands On Labs (HOLs) The Hands On Labs allow you to come into a classroom environment, sit down at a computer, and run through some exercises. We’ll provide the hardware, software, and training materials. It’s self-paced, but we’ll have several helpers walking around to answer questions and chat up any SQL Developer or database topic that comes to mind. If your employer is sending you to Open World for all that great training, the HOLs are a great opportunity to capitalize on that. They are only 60 minutes each, so you don’t have to worry about burning out. And there’s no homework! Of course, if you do want to take the labs home with you, many are already available via the Developer Day Hands-On Database Applications Developer Lab. You will need your own computer for those, but we’ll take care of the rest. Wednesday PL/SQL Development and Unit Testing with Oracle SQL Developer 10:15 Performance Tuning with Oracle SQL Developer 11:45 Thursday The Soup to Nuts of Data Modeling with Oracle SQL Developer Data Modeler 11:15 Some Parting Advice Always wanted to meet your favorite Oracle authors, speakers, and thought-leaders? Don’t be shy, walk right up to them and introduce yourself. Normal social rules still apply, but at the conference everyone is open and up for meeting and talking with attendees. Just understand if there’s a line that you might only get a minute or two. It’s a LONG conference though, so you’ll have plenty of time to catch up with everyone. If you’re going to be around on Tuesday evening, head on over to the OTN Lounge from 4:30 to 6:30 and hang out for our Tweet Meet. That’s right, all the Oracle nerds on Twitter will be there in one place. Be sure to put your Twitter handle on your name tag so we know who you are!

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  • Test a simple multi-player (upto four players) Android game in single developer machine

    - by Kush
    I'm working on a multi-player Android game (very simple it is that it doesn't have any game-engine used). The game is based on Java Socket. Four devices will connect the game server and a new thread will manage their session. The game server will server many such sessions (having 4 players each). What I'm worried about is the testing of this game. I know it is possible to run multiple android emulators, but my development laptop is very limited in capabilities (3 GB RAM, 2 Ghz Intel Core2Duo and on-board Graphics). And I'm already using Ubuntu to develop the game so that I have more user memory available than I'd have with Windows. Hence, the laptop will burn-to-death on running 4 emulator instances. I don't have access to any android device, neither I have another machine with higher configuration. And I still have to develop and test this game. P.S. : I'm a CS student, and currently don't work anywhere, and this game is college project, so if there are any paid solutions, I cannot afford it. What can I do to test the app seamlessly? ability to test even only 4 clients (i.e. only 1 session) would suffice, its alright if I can't simulate real environment with some 10-20 active game sessions (having 4 players each).

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  • What benefits does a game design degree have for a hobby game programmer?

    - by sm4
    I am interested in studying game design, not because I want a job in the games industry, but because I am interested in the subject itself. I read the following questions, but they mostly deal with the effects on your career in game industry. Should I consider a graduate degree in game development? Game Development Degree vs Computer Science Degree First I thought a game development degree could be beneficial. But from the websites of colleges that offer such degrees, I feel like its more about basic programming with examples from games. This college offers game design degrees, for example. My question is, can I benefit from such a degree when I already have a degree in Computer Science, I already know programming, I'm already developing a game and finally, I have this site to help me when I get stuck?

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  • ????????SQL Developer?Data Modeler?????????????

    - by Yusuke.Yamamoto
    ????? ??:2010/05/18 ??:?????? Oracle ?GUI?????????···??????????????????SQL Developer ? Data Modeler ???????GUI???????????????????????????SQL Developer ? Data Modeler ?????????????????? ????Oracle SQL Developer Data Modeler ??Oracle SQL Developer Data Modeler ????Oracle SQL Developer ???Oracle SQL Developer ???????? ????????? ????????????????? http://www.oracle.com/technology/global/jp/ondemand/otn-seminar/pdf/100518_sqldeveloper_evening.pdf

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  • Kickstarter "last minute cold feet"

    - by mm24
    today I scheduled the publication of a video on kickstarter requesting approximately 5.000 $ in order to complete the iPhone shooter game I started 1 year ago after quitting my job. I invested more than 20.000$ in the game so far (for artwork, music, legal and accountant expenses) and I am now getting cold feet about my decision of publishing the video. The game is "nearly finished", in other words: the game mechanics are working but I still have some bugs to fix. Once I will have finished this (I hope will take me 1 or 2 weeks) I plan to start working on the actual level balancing (e.g. deciding the order of appearence of enemies for each level and balancing the number of hitpoints and strenght of bullets that the enemies have). Reasons for not publishing the video are: fear that the concept can be copied easily: the game is a shooter game set in a different environment (its a pretty cool one, believe me :)) and I am worried that someone might copy* the idea (I know, its the usual "I am worried story.."). A shooter game is one of the easiest game to implement and hence there will be hundreds game developer able to copy it by just adapting their existing code and changing graphics (not as straightforward). It took me one year to develop this because I was inexperienced plus there are approximately 6/7 months of work from the illustrator and there are 8 unique music tracks composed. The soundtrack of the video is the soundtrack of the game wich is not yet published and has not been deposited to a music society. I did create legally valid timestamps for the tracks and I am considering uploading the album on iTunes before publishing the video so I can have a certain publication date. But overall I am a bit scared and worried because I have never done this before and even the simple act of publishing an album requires me to read a long contract from the "aggregator company") which, even if I do have contracts with the musicians do worry me as I am not a U.S. resident and I am not familiar with the U.S. law system Reasons for publishing the video are: I almost run out of money (but this is not a real reason as I should have enough for one more month of development time) ...I kind of need extra money as, even if I do have money for 1 month of development I do not have money for marketing and for other expenses (e.g. accountant) It will create a fan base I could get some useful feedback from a wider range of beta testers It might create some pre-release buzz in case some blogger or game magazine likes the concept Anyone has had similar experiences? Is there a real risk that someone will copy the concept and implement it in a couple of months? Will the Kickstarter campaing be a good pre-release exposure for the gmae? Any refrences of similar projects/situations? Is it realistic that someone like ROVIO will copy the idea straight away?

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  • Is there a market for a Text-based empire-building game?

    - by Vishnu
    I am working on building a text-based in-browser empire building game. The screen will be split into a console and an EXTREMELY rough vector map of your empire (just squares in a bigger square). Commands such as building and expanding would be typed into the console and automatically reflected in the map. Would there be any market for such a game? Would anyone want to play? To clarify, it would be online and everyone's empire would be in the same 'world'.

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  • Game programming course materials: What should it include?

    - by Esa
    I am tasked to create the course materials for a game programming class, and I’d like your opinion on what aspects and areas of game programming, such as game state management, game object storing or simple AI, should I include in it? The course is intented to be the first step into game programming for students with novice skills in programming. There will be mathematics as well, but I found that there are multiple questions, with good answers, on that subject already.

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  • What's a good tool for Scrum Project Management in game development? [closed]

    - by BleakCabalist
    I'm looking for an efficient, easy-to-learn tool for Scrum project management not for proffesional use but to use it in my thesis concerning the use of Scrum in game development. Basically I want to visualize a production process of a hypothetical game. Some fragments of the production process should be really detailed to make my point, so basically user stories, tasks, burndown charts etc. are a must. I'm using Scrum, Kanban and some Lean practices for eliminating waste. I also want to use Extreme Programming practices in this production process including TDD and Continuous Integration. I have zero experience in proffesional project management so I need something that's fairly simple to use for a newb like me. Anyone can recommend a tool like that? For now I was thinking about TargetProcess and ScrumWorks. Thanks.

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  • Help with game development. Render loop?

    - by John
    Hello, I'm working on a simple game, this is my first game project. Most of the samples I find have a Render Loop where all the game logic is made too and I just don't like this. Let's say I have a ball with X=0, and a wall in X=10 and in a slow machine, the first loop places the ball in X=7 and in a second loop, it places the ball in X=14. It would just crash the game! Is this "render loop" the right way to make games? Should I write code to check for things like this in every frame? Example, new frame X=14, last frame have X=7, so I should check if there's anything from X=7 to X=14?? I was thinking that I should have a separated thread for the game logic and in the render loop, I should just "take a snapshot" of the current game logic and display that, no? How do you guys, experienced game developers work around this? thanks!

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  • Vacuum spread in a tile-based space game (like in Faster Than Light game)

    - by Reeze
    I've a space game with tilemap that looks like this (simplified): Map view - from top (like in SimCity 1) 0 - room space, 1 - some kind of wall, 8 - "lock" beetween rooms public int[,] _layer = new int[,] { { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 1, 1, 8, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 8, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; Each tile contains Air property (100 = air, 0 = vacuum). I made a little helper method to take tiles near tile with vacuum (to "suck air"): Point[] GetNearCells(Point cell, int distance = 1, bool diag = false) { Point topCell = new Point(cell.X, cell.Y - distance); Point botCell = new Point(cell.X, cell.Y + distance); Point leftCell = new Point(cell.X - distance, cell.Y); Point rightCell = new Point(cell.X + distance, cell.Y); if (diag) { return new[] { topCell, botCell, leftCell, rightCell }; } Point topLeftCell = new Point(cell.X - distance, cell.Y - distance); Point topRightCell = new Point(cell.X + distance, cell.Y + distance); Point botLeftCell = new Point(cell.X - distance, cell.Y - distance); Point botRightCell = new Point(cell.X - distance, cell.Y - distance); return new[] { topCell, botCell, leftCell, rightCell, topLeftCell, topRightCell, botLeftCell, botRightCell }; } What is the best practice to fill rooms with vacuum (decrease air) from some point? Should i use some kind of water flow? Thank you for any help!

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  • Changing Career to Game Development

    - by Don Carleone
    I m enthusiastic about and ready to shifting my career to Game Development sector, but before that I wonder some situations, I m now working as Senior .net programmer, i can only write code in c# right now, but i started to learn c++, I m computer engineer so before I know how to write in C but I didnt work with big projects, I wrote "Game of Life" before with C and used only Linked List DataStructure becouse of pushed my limits. But now I m thinking to shift Game Development, I love to play Console Games, I respect people who works about that business. But I just wonder, I see a lot of great developers who write codes with C++ and I ask myself that guys dont think to join Game Industry so why I think I can join! is that True? I dont live in USA or big country like. I live in a poor country, and here is no any Game Development Company, so I have to move to USA for working that job. So can you tell me if I start to learn something (c++,game enginees,physic enginees,3d math etc.) right now and working my usual job, after 7-8 month is it good time to move and finding a job about Game development in USA as junior game developer? is that possible? or is this just a dream? I realy need your advices. You can give down vote about that no problem, at least one advice can help me in my life.

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  • Does concurrency inherently introduce "randomness" into a game?

    - by Jeff
    When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? Note that when I use the word "random", I'm not meaning to launch into a philosophical debate about the deterministic nature of the system. I understand that concurrency is deterministic in the sense that the operating system decides which processes to allow time on the CPU and in what order (or the JVM controls which Thread's turn it is to execute, etc). But my understanding of this is that there is no way to control or predict whether one thread's next command will execute before or after another. The reason I'm asking is because this seems like a fundamental difficulty for game development where a game is supposedly designed around a player's skill. Consider a game like League of Legends. Assume that two players are battling it out. It's a very close contest between the two and it's coming down to the wire -- so much so that whoever gets their last attack off will be the one to kill the other and win the game for their team. If the players are implemented using concurrency and the situation really was like this, is it essentially out of the players' hands at this point? Is the outcome of this match all up to whatever system is arbitrarily deciding which player's thread/process will execute next? If not, what am I misunderstanding about concurrency? If so, is there any way around this problem so that a game of skill can always be a game of skill, especially in those most crucial moments?

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  • Oracle SQL Developer is for Oracle Database

    - by thatjeffsmith
    What is Oracle SQL Developer? Well, according to this document on OTN… What is SQL Developer? Date: May 2014 Oracle SQL Developer is the Oracle Database IDE. A free graphical user interface, Oracle SQL Developer allows database users and administrators to do their database tasks in fewer clicks and keystrokes. A productivity tool, SQL Developer’s main objective is to help the end user save time and maximize the return on investment in the Oracle Database technology stack. Ok, sounds pretty straightforward. Where does the confusion lie then? Some People Use SQL Developer to Connect to 3rd Party Databases SQL Developer allows you to register 3rd party database JDBC drivers. The 3rd party being a company OTHER than Oracle that makes a database product. You know who they are (SAP, MSFT, IBM, etc.) Registering 3rd party JDBC drivers in SQL Developer But maybe you don’t understand why we support these types of connections? It’s for one driving reason. To Help You Migrate to Oracle Database Yes, you get a worksheet and a tree to query and browse those systems. But, the real meat and bones there are around our migration projects and our translation scratch editor. At the end of the day, it’s there so you can move your data from say Sybase ASE to Oracle Database. On a side note, the migration technology was previously available in a separate application, the Migration Workbench. The technology and the awesome people behind it were folded into SQL Developer. So when asked what SQL Developer is, I say it’s the Database IDE and the official 3rd party database migration to Oracle platform. So anyways, when you ask for better support for another 3rd party provider, we deliver that support based on that business driver. If another 3rd party database jdbc driver is introduced, it’s because we have a lot of customers migrating from that platform. We’re not adding it to make it easier for you to work with SQL Server on your Mac. But, if you find that useful – that is cool. It’s just not why we’ve got the support for SQL Server connections in SQL Developer.

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  • Challenges in multi-player Android Game Server with RESTful Nature

    - by Kush
    I'm working on an Android Game based on Contract Bridge, as a part of my college Summer Internship project. The game will be multi-player such that 4 Android devices can play it, so there's no BOT or CPU player to be developed. At the time of getting project, I realized that most of the students had already worked on the project but none of their works is reusable now (for variety of reasons like, undocumented code and design architecture, different platform implementation). I have experience working on several open source projects and hence I emphasis to work out on this project such that components I make become reusable as much as possible. Now, as the game is multi-player and entire game progress will be handled on server, I'm currently working on Server's design, since I wanted to make game server reusable such that any client platform can use it, I was previously confused in selecting Socket or REST for Game Server's design, but later finalized to work on REST APIs for the server. Now, since I have to keep all players in-sync while they make movements in game, on server I've planned to use Database which will keep all players' progress, specific for each table (in Bridge, 4 players play on single table, and server will handle many such game tables). I don't know if its an appropriate decision to use database as shared medium to track progress of each game table (let me know if there's an appropriate or better option). Obviously, when game is completed for the table, data for that table on server's database is discarded. Now the problem is that, access to REST service is an HTTP call, so as long as client doesn't make any request, server will remain idle, and consider a situation where A player has played a card on his device and the device requests to apply this change on the server. Now, I need to let rest of the three devices know that the player has played a card, and also update view on their device. AFAIK, REST cannot provide a sort-of Push-notification system, since the connection to the server is not persistent. One solution that I thought was to make each device constantly poll the server for any change (like every 56 ms) and when changes are found, reflect it on the device. But I feel this is not an elegant way, as every HTTP request is expensive. (and I choose REST to make game play experience robust since, a mobile device tends to get disconnected from Internet, and if there's Socket-like persistent connection then entire game progress is subject to lost. Also, portability on client-end is important) Also, imagining a situation where 10 game tables are in progress and 40 players are playing, a server must be capable to handle flooded HTTP requests from all the devices which make it every 56 ms. So I wonder if the situation is assumed as DoS attack. So, explaining the situation, am I going on the right track for the server design? I wanted to be sure before I proceed much further with the code.

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  • A game, any game.

    - by dapostolov
    Armed with a game idea from my past, it is my intention to code and release this game idea using the Microsoft XNA technology. The game? A 2D isometric-ish battlefield type game to allow 2 players to fling and dodge fireballs. I called this game Wizard Wars. I've axed most of the content from my old game design document to keep the game as simple as possible. So let's see how easy it is to make a video game! D.

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  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • Any good tutorials or resources for learning how to design a scalable and "component" based game 'fr

    - by CodeJustin.com
    In short I'm creating a 2D mmorpg and unlike my last "mmo" I started developing I want to make sure that this one will scale well and work well when I want to add new in-game features or modify existing ones. With my last attempt with an avatar chat within the first few thousand lines of code and just getting basic features added into the game I seen my code quality lowering and my ability to add new features or modify old ones was getting lower too as I added more features in. It turned into one big mess that some how ran, lol. This time I really need to buckle down and find a design that will allow me to create a game framework that will be easy to add and remove features (aka things like playing mini-games within my world or a mail system or buddy list or a new public area with interactive items). I'm thinking that maybe a component based approach MIGHT be what I'm looking for but I'm really not sure. I have read documents on mmorpg design and 2d game engine architecture but nothing really explained a way of designing a game framework that will basically let me "plug-in" new features into the main game and use the resources of the main game without changing much within my 'main game code'. Hope someone understands what I mean, any help will is appreciated.

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  • Setting int more than once causes crash

    - by JulianB
    I'm doing a CABasicAnimation and getting the value from a nested NSMutableArray. Everything is great the first time it runs but crashes when called again either with custom functions or viewDidLoad. I've isolated it down to this line int int1 = [[[locationsArray objectAtIndex:0] objectAtIndex:0 ]integerValue] ; I assume it's to do with int not being a pointer but I'm lost as have to get the value without crashing the second time around Process: CEO Report 2011 [61880] Path: /Users/julian/Library/Application Support/iPhone Simulator/4.2/Applications/03CFB7BC-0722-4CA0-9E7D-39772AEEF444/CEO Report 2011.app/CEO Report 2011 Identifier: CEO Report 2011 Version: ??? (???) Code Type: X86 (Native) Parent Process: launchd [252] Date/Time: 2011-11-13 17:04:28.093 +0000 OS Version: Mac OS X 10.6.8 (10K549) Report Version: 6 Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x000000005079706f Crashed Thread: 0 Dispatch queue: com.apple.main-thread Application Specific Information: objc_msgSend() selector name: objectAtIndex: iPhone Simulator 235, iPhone OS 4.2 (iPad/8C134) Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libobjc.A.dylib 0x012f1a78 objc_msgSend + 44 1 CEO Report 2011 0x0001afbd -[TalentRVC doBoxes:] + 61 (TalentRVC.m:594) 2 CEO Report 2011 0x00017025 -[TalentRVC locationSelected:] + 1123 (TalentRVC.m:137) 3 CEO Report 2011 0x0001659f -[TalentRVC segmentedControlIndexChangedA] + 290 (TalentRVC.m:53) 4 UIKit 0x002fba6e -[UIApplication sendAction:to:from:forEvent:] + 119 5 UIKit 0x0038a1b5 -[UIControl sendAction:to:forEvent:] + 67 6 UIKit 0x0038c647 -[UIControl(Internal) _sendActionsForEvents:withEvent:] + 527 7 UIKit 0x0038a16c -[UIControl sendActionsForControlEvents:] + 49 8 UIKit 0x003c96b2 -[UISegmentedControl setSelectedSegmentIndex:] + 574 9 UIKit 0x003ce17e -[UISegmentedControl touchesBegan:withEvent:] + 971 10 UIKit 0x00320025 -[UIWindow _sendTouchesForEvent:] + 395 11 UIKit 0x0030137a -[UIApplication sendEvent:] + 447 12 UIKit 0x00306732 _UIApplicationHandleEvent + 7576 13 GraphicsServices 0x01a5ca36 PurpleEventCallback + 1550 14 CoreFoundation 0x01171064 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 52 15 CoreFoundation 0x010d16f7 __CFRunLoopDoSource1 + 215 16 CoreFoundation 0x010ce983 __CFRunLoopRun + 979 17 CoreFoundation 0x010ce240 CFRunLoopRunSpecific + 208 18 CoreFoundation 0x010ce161 CFRunLoopRunInMode + 97 19 GraphicsServices 0x01a5b268 GSEventRunModal + 217 20 GraphicsServices 0x01a5b32d GSEventRun + 115 21 UIKit 0x0030a42e UIApplicationMain + 1160 22 CEO Report 2011 0x00002864 main + 102 (main.m:14) 23 CEO Report 2011 0x000027f5 start + 53 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x98a10382 kevent + 10 1 libSystem.B.dylib 0x98a10a9c _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x98a0ff59 _dispatch_queue_invoke + 163 3 libSystem.B.dylib 0x98a0fcfe _dispatch_worker_thread2 + 240 4 libSystem.B.dylib 0x98a0f781 _pthread_wqthread + 390 5 libSystem.B.dylib 0x98a0f5c6 start_wqthread + 30 Thread 2: WebThread 0 libSystem.B.dylib 0x989e9afa mach_msg_trap + 10 1 libSystem.B.dylib 0x989ea267 mach_msg + 68 2 CoreFoundation 0x011714a6 __CFRunLoopServiceMachPort + 150 3 CoreFoundation 0x010ce874 __CFRunLoopRun + 708 4 CoreFoundation 0x010ce240 CFRunLoopRunSpecific + 208 5 CoreFoundation 0x010ce161 CFRunLoopRunInMode + 97 6 WebCore 0x023e1423 RunWebThread(void*) + 499 7 libSystem.B.dylib 0x98a17259 _pthread_start + 345 8 libSystem.B.dylib 0x98a170de thread_start + 34 Thread 3: 0 libSystem.B.dylib 0x989e9afa mach_msg_trap + 10 1 libSystem.B.dylib 0x989ea267 mach_msg + 68 2 CoreFoundation 0x011714a6 __CFRunLoopServiceMachPort + 150 3 CoreFoundation 0x010ce874 __CFRunLoopRun + 708 4 CoreFoundation 0x010ce240 CFRunLoopRunSpecific + 208 5 CoreFoundation 0x010ce161 CFRunLoopRunInMode + 97 6 Foundation 0x0009b162 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 398 7 Foundation 0x00065d4c -[NSThread main] + 81 8 Foundation 0x00065cd8 __NSThread__main__ + 1387 9 libSystem.B.dylib 0x98a17259 _pthread_start + 345 10 libSystem.B.dylib 0x98a170de thread_start + 34 Thread 4: com.apple.CFSocket.private 0 libSystem.B.dylib 0x98a08ac6 select$DARWIN_EXTSN + 10 1 CoreFoundation 0x01102cbc __CFSocketManager + 812 2 libSystem.B.dylib 0x98a17259 _pthread_start + 345 3 libSystem.B.dylib 0x98a170de thread_start + 34 Thread 5: 0 libSystem.B.dylib 0x98a0f412 __workq_kernreturn + 10 1 libSystem.B.dylib 0x98a0f9a8 _pthread_wqthread + 941 2 libSystem.B.dylib 0x98a0f5c6 start_wqthread + 30 Thread 0 crashed with X86 Thread State (32-bit): eax: 0x5079706f ebx: 0x0001af8c ecx: 0x04c8a1ff edx: 0x00200855 edi: 0x010bfbd0 esi: 0x56e58955 ebp: 0xbfffd408 esp: 0xbfffd3d4 ss: 0x0000001f efl: 0x00010206 eip: 0x012f1a78 cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037 cr2: 0x5079706f Binary Images: 0x1000 - 0x29ffb +CEO Report 2011 ??? 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(???) <33AE9B5E-6083-2103-174B-2E6EC60A58A6> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/WebUI.framework/WebUI 0xbec3000 - 0xbec7ff3 +CertUI ??? (???) <5C86FEAC-C796-A9EA-076F-5A34B74B755E> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/CertUI.framework/CertUI 0xbece000 - 0xbed4ff3 +libMobileGestalt.dylib ??? (???) <1A9029E7-6BCA-46F5-0FAE-FB96EED30A05> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libMobileGestalt.dylib 0xbedc000 - 0xbeefffb +PersistentConnection ??? (???) <E7C7258E-A316-B701-08C2-2A58A90211AB> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/PersistentConnection.framework/PersistentConnection 0xc210000 - 0xc26bff7 +ManagedConfiguration ??? (???) <85935272-F391-D5FF-9976-EFC8560AC1CB> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/ManagedConfiguration.framework/ManagedConfiguration 0xc2a9000 - 0xc2b7ff3 +AccountSettings ??? (???) <E77F2419-8ADC-3CC5-23A9-74F2CECA68B3> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/AccountSettings.framework/AccountSettings 0xc2c1000 - 0xc2c5fff +ApplePushService ??? (???) <218FD678-275F-0EDC-C9FF-D03062736212> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/ApplePushService.framework/ApplePushService 0xc2cb000 - 0xc2dcffb +DataDetectorsUI 52.0.0 (compatibility 1.0.0) <A2C9C080-84D0-5B51-40BE-4B6A7C512D91> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/DataDetectorsUI.framework/DataDetectorsUI 0xc2e9000 - 0xc2fdfe7 +DataDetectorsCore 154.0.0 (compatibility 1.0.0) <113CA3D9-474B-1223-ACA7-EB4D473C1583> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/DataDetectorsCore.framework/DataDetectorsCore 0xcdbd000 - 0xce00ff3 +QuickLook ??? (???) <94F8984E-BCEA-ADED-7749-C29CE5E04C68> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/QuickLook.framework/QuickLook 0xce29000 - 0xcf75fff +RawCamera 1.0.1 (compatibility 1.0.0) <33F076B3-56FC-6978-3FD7-DF5B1A416D02> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/CoreServices/RawCamera.bundle/RawCamera 0x8fe00000 - 0x8fe4163b dyld 132.1 (???) <4CDE4F04-0DD6-224E-ACE5-3C06E169A801> /usr/lib/dyld 0x91590000 - 0x91593fe7 libmathCommon.A.dylib 315.0.0 (compatibility 1.0.0) <1622A54F-1A98-2CBE-B6A4-2122981A500E> /usr/lib/system/libmathCommon.A.dylib 0x91681000 - 0x91681ff7 com.apple.Accelerate 1.6 (Accelerate 1.6) <3891A689-4F38-FACD-38B2-4BF937DE30CF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate 0x92ff7000 - 0x930ebff7 libiconv.2.dylib 7.0.0 (compatibility 7.0.0) <061ABF36-8BA9-79C1-6CE7-EC69A4998F51> /usr/lib/libiconv.2.dylib 0x9352d000 - 0x93541fe7 libbsm.0.dylib ??? (???) <821E415B-6C42-D359-78FF-E892792F8C52> /usr/lib/libbsm.0.dylib 0x9554f000 - 0x9562ffe7 com.apple.vImage 4.1 (4.1) <D029C515-08E1-93A6-3705-DD062A3A672C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage 0x95630000 - 0x9569afe7 libstdc++.6.dylib 7.9.0 (compatibility 7.0.0) <411D87F4-B7E1-44EB-F201-F8B4F9227213> /usr/lib/libstdc++.6.dylib 0x97f72000 - 0x97f7eff7 libkxld.dylib ??? (???) <9A441C48-2D18-E716-5F38-CBEAE6A0BB3E> /usr/lib/system/libkxld.dylib 0x97f7f000 - 0x97f7fff7 com.apple.vecLib 3.6 (vecLib 3.6) <FF4DC8B6-0AB0-DEE8-ADA8-7B57645A1F36> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib 0x9869b000 - 0x986bbfe7 libresolv.9.dylib 41.0.0 (compatibility 1.0.0) <BF7FF2F6-5FD3-D78F-77BC-9E2CB2A5E309> /usr/lib/libresolv.9.dylib 0x98704000 - 0x98746ff7 libvDSP.dylib 268.0.1 (compatibility 1.0.0) <8A4721DE-25C4-C8AA-EA90-9DA7812E3EBA> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib 0x98747000 - 0x987b6ff7 libvMisc.dylib 268.0.1 (compatibility 1.0.0) <595A5539-9F54-63E6-7AAC-C04E1574B050> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib 0x989e9000 - 0x98b90ff7 libSystem.B.dylib 125.2.11 (compatibility 1.0.0) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib 0x9a4e5000 - 0x9a542ff7 com.apple.framework.IOKit 2.0 (???) <3DABAB9C-4949-F441-B077-0498F8E47A35> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib EDIT: After turning on NSZombieEnabled looks like my NSMutableArray is being deallocated? .h @interface TalentRVC : UIViewController <locationGlobalMenuDelegate, industryGlobalMenuDelegate>{ NSMutableArray *locationsArray; } @property (nonatomic, retain) NSMutableArray *locationsArray; @end .m -(void)buildArrays { locationsArray = [NSMutableArray arrayWithCapacity: 8]; for (int i = 0; i!=8; i++){ NSMutableArray *array = [NSMutableArray arrayWithCapacity: 8]; [locationsArray addObject: array]; } //Africa [[locationsArray objectAtIndex:0] addObject: [NSNumber numberWithInt: 83]]; ... //Middle East [[locationsArray objectAtIndex:1] addObject: [NSNumber numberWithInt: 89]]; ... NSLog(@"Built locationsArray"); } So after running the first time locationsArray is dumped from memory? If so, how do I can it?

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  • SQL Developer Blitz at ODTUG Kscope12

    - by thatjeffsmith
    Oracle Development Tools User Group (ODTUG) puts on an outstanding event, and I enjoy that the content comes FIRST. Yes, the after-event parties and entertainment are first class, but I look forward most to sitting in on some excellent sessions. For Kscope12 one would expect Oracle to have a large presence, and you would be absolutely correct! The APEX team will be there in full force, and we’ll have sessions on JDeveloper, ADF, and .NET. But what I want to talk about today is our awesome line-up of coverage for Oracle SQL Developer (Surprise!) DB and Developer’s Toolbox Symposium Kris Rice or @krisrice, Product Development Manager for SQL Developer, will speak at 10AM Sunday about SQL Developer Data Modeler. Our free data modeling solution allows one to reverse engineer a data dictionary to a model, modify it, and create a script of the changes. Collaboration is an important part of any development team; with built-in subversion support, the modeler makes collaboration easy, not just possible. After the morning break, I’ll be talking about SQL Developer’s PL/SQL support. From creating your code, to debugging, tuning, testing, and documenting PL/SQL – SQL Developer fits the bill. Since I have a full hour, I should have time to do a little riff on using source control to version and manage your revisions too! At 3:15 Jagan Athreya will talk about the new integration between SQL Developer and Enterprise Manager Cloud Control 12c. Enabling developers to define changes in SQLDeveloper and allowing DBAs to promote these changes to Test and Production via Enterprise Manager will reduce errors, accelerate productivity, and help eliminate unplanned downtime. Get your SQL Developer groove on at ODTUG Kscope12! Presentations SQL Developer Tips and Tricks Monday June 25, Session 5, 4:15 pm – 5:15 pm I’ll take you through my favorite keyboard shortcuts, top 10 preferences every user should tweak, and spotlight features that the average user probably hasn’t discovered yet. My goal for this session is for everyone to take 1-2 tips they can implement immediately to save mucho time. I enjoy interacting with the audience so no two versions of this presentation are the same. Oracle SQL Developer and Data Modeler New Features When: Tuesday June 26, Session 6, 8:30 am – 9:30 am Ashley Chen, my PM-partner-in-crime, will be covering all the new features from our two latest updates. So if you’re new to SQL Developer, or you’ve been using an older version, stop by and see what new toys you have to play with. I also have a bet with Ashley that she will have more attendees than me, so be sure to show up so I can collect. Debugging PL/SQL With SQL Developer When: Wednesday June 27, Session 16, 3:00 pm – 4:00 pm Me again – sorry. This time I have an entire hour to JUST talk about PL/SQL and debugging! Should you use a watch with a break condition, or a breakpoint with a passcount? How does external debugging with a Perl script work? Can I just debug an anonymous PL/SQL block. So if debugging to you is just a DBMS_OUTPUT.PUT_LINE() call, stop by and see how our IDE can help you take things to the next level! Or is that level++? Hands-on-Training SQL Developer Soup to Nuts When: Tuesday, 8:00 AM – 9:30 AM If you learn by doing, this is the session for you. Bring your own laptop or use one of the lab machines. We’ll give you a VirtualBox OEL image running 11gR2 EE Database with all the fixin’s (that’s Southern speak for Partitioning, Advanced Compression, Tuning & Diagnostic Packs, etc), TimesTen, APEX and much more. All you have to do is login and run through our lab exercises. You can start with a model and work your way up to debugging and testing your own appliction, or you can pick and choose your lessons to suit your needs. We’ll have people on hand to help you out and answer your questions. Booth Hours We’ll be in the vendor area and have our very own ‘demo pod’ for SQL Developer. Between Kris, Ashley, and I we should be able to answer your questions or show you how to ‘do that thing’ in the tool. Or just stop by and say hello! We’ll be around the following hours’ish: Sunday, June 24, 2012 6:00 PM – 8:00 PM Monday, June 25, 2012 9:00 AM – 4:30 PM Tuesday, June 26, 2012 9:30 AM – 3:30 PM Wednesday, June 27, 2012 10:15 AM – 2:00 PM No Excuses – If You Have Questions, This is Your Chance to Get Your Answers! We’re doing just about everything outside of a scavenger hunt to bring information and value to our users. Let us know what you like, what you don’t like, and we’ll do our best to do more of the former and less of the latter!

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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