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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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  • Can't connect to VPN on Ubuntu 12.04

    - by 12rad
    I'm having a lot of trouble connecting to VPN. This used to work on my machine, but i recently did an update and it's stopped working. I'm not sure what the problem is. My question is how do i debug this? I'm not able to narrow it down to a specific problem. This is what i get when i tail the syslogs. Would appreciate any help! Nov 6 23:42:52 meera NetworkManager[1137]: <info> Starting VPN service 'pptp'... Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN service 'pptp' started (org.freedesktop.NetworkManager.pptp), PID 6132 Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN service 'pptp' appeared; activating connections Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN plugin state changed: starting (3) Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN connection 'NAME VPN' (Connect) reply received. Nov 6 23:42:52 meera pppd[6136]: Plugin /usr/lib/pppd/2.4.5/nm-pptp-pppd-plugin.so loaded. Nov 6 23:42:52 meera pppd[6136]: pppd 2.4.5 started by root, uid 0 Nov 6 23:42:52 meera chat[6139]: timeout set to 15 seconds Nov 6 23:42:52 meera chat[6139]: abort on (NO CARRIER) Nov 6 23:42:52 meera chat[6139]: abort on (NO DIALTONE) Nov 6 23:42:52 meera chat[6139]: abort on (ERROR) Nov 6 23:42:52 meera chat[6139]: abort on (NO ANSWER) Nov 6 23:42:52 meera chat[6139]: abort on (BUSY) Nov 6 23:42:52 meera chat[6139]: abort on (Username/Password Incorrect) Nov 6 23:42:52 meera chat[6139]: send (AT^M) Nov 6 23:42:52 meera pptp[6138]: nm-pptp-service-6132 log[main:pptp.c:314]: The synchronous pptp option is NOT activated Nov 6 23:42:52 meera chat[6139]: expect (OK) Nov 6 23:42:52 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 1 'Start-Control-Connection-Request' Nov 6 23:42:53 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:739]: Received Start Control Connection Reply Nov 6 23:42:53 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:773]: Client connection established. Nov 6 23:42:53 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 7 'Outgoing-Call-Request' Nov 6 23:42:54 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:858]: Received Outgoing Call Reply. Nov 6 23:42:54 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:897]: Outgoing call established (call ID 0, peer's call ID 13077). Nov 6 23:42:54 meera pptp[6138]: nm-pptp-service-6132 warn[decaps_hdlc:pptp_gre.c:231]: The ppp mode is synchronous, yet no pptp --sync option is specified! Nov 6 23:43:07 meera chat[6139]: alarm Nov 6 23:43:07 meera chat[6139]: Failed Nov 6 23:43:07 meera pppd[6136]: Script chat -v -f /etc/ppp/chat-ztisp finished (pid 6139), status = 0x3 Nov 6 23:43:07 meera pppd[6136]: Connect script failed Nov 6 23:43:07 meera pppd[6136]: Waiting for 1 child processes... Nov 6 23:43:07 meera pppd[6136]: script /usr/sbin/pptp 204.197.218.90 --nolaunchpppd --loglevel 0 --logstring nm-pptp-service-6132, pid 6138 Nov 6 23:43:07 meera pptp[6138]: nm-pptp-service-6132 warn[decaps_hdlc:pptp_gre.c:204]: short read (-1): Input/output error Nov 6 23:43:07 meera pptp[6138]: nm-pptp-service-6132 warn[decaps_hdlc:pptp_gre.c:216]: pppd may have shutdown, see pppd log Nov 6 23:43:07 meera pptp[6143]: nm-pptp-service-6132 log[callmgr_main:pptp_callmgr.c:234]: Closing connection (unhandled) Nov 6 23:43:07 meera pppd[6136]: Script /usr/sbin/pptp 204.197.218.90 --nolaunchpppd --loglevel 0 --logstring nm-pptp-service-6132 finished (pid 6138), status = 0x0 Nov 6 23:43:07 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 12 'Call-Clear-Request' Nov 6 23:43:07 meera pptp[6143]: nm-pptp-service-6132 log[call_callback:pptp_callmgr.c:79]: Closing connection (call state) Nov 6 23:43:07 meera pppd[6136]: Exit. Nov 6 23:43:07 meera NetworkManager[1137]: <warn> VPN plugin failed: 1 Nov 6 23:43:07 meera NetworkManager[1137]: <info> VPN plugin state changed: stopped (6) Nov 6 23:43:07 meera NetworkManager[1137]: <info> VPN plugin state change reason: 0 Nov 6 23:43:07 meera NetworkManager[1137]: <warn> error disconnecting VPN: Could not process the request because no VPN connection was active.

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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Gnome Install Error (1)

    - by Guy1984
    I'm trying to install Gnome on my Ubuntu 12.04 P.Pangolin and getting the following errors: root@***:~# sudo apt-get install gnome-core gnome-session-fallback Reading package lists... Done Building dependency tree Reading state information... Done gnome-core is already the newest version. gnome-session-fallback is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 4 not upgraded. 5 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? y Setting up bluez (4.98-2ubuntu7) ... start: Job failed to start invoke-rc.d: initscript bluetooth, action "start" failed. dpkg: error processing bluez (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of gnome-bluetooth: gnome-bluetooth depends on bluez (>= 4.36); however: Package bluez is not configured yet. dpkg: error processing gnome-bluetooth (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of gnome-shell: gnome-shell depends on gnome-bluetooth (>= 3.0.0); however: Package gnome-bluetooth is not configured yet. dpkg: error processing gnome-shell (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of gnome-user-share: gnome-user-share depends on gnome-bluetooth; however: Package gnome-bluetooth is not configured yet. dpkg: error processing gnome-user-share (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of gnome-core: gnome-core depends on gNo apport report written because the error message indicates its a followup error from a previous failure. No apport report written because the error message indicates its a followup error from a previous failure. No apport report written because MaxReports is reached already No apport report written because MaxReports is reached already nome-bluetooth (>= 3.0); however: Package gnome-bluetooth is not configured yet. gnome-core depends on gnome-shell (>= 3.0); however: Package gnome-shell is not configured yet. gnome-core depends on gnome-user-share (>= 3.0); however: Package gnome-user-share is not configured yet. dpkg: error processing gnome-core (--configure): dependency problems - leaving unconfigured Errors were encountered while processing: bluez gnome-bluetooth gnome-shell gnome-user-share gnome-core E: Sub-process /usr/bin/dpkg returned an error code (1) Syslog: Oct 5 16:04:17 ks34900 bluetoothd[5176]: Bluetooth daemon 4.98 Oct 5 16:04:17 ks34900 bluetoothd[5176]: Starting SDP server Oct 5 16:04:17 ks34900 bluetoothd[5176]: opening L2CAP socket: Address family not supported by protocol Oct 5 16:04:17 ks34900 bluetoothd[5176]: Server initialization failed Oct 5 16:04:17 ks34900 bluetoothd[5176]: Failed to init alert plugin Oct 5 16:04:17 ks34900 bluetoothd[5176]: Failed to init time plugin Oct 5 16:04:17 ks34900 bluetoothd[5176]: Failed to init proximity plugin Oct 5 16:04:17 ks34900 bluetoothd[5176]: Failed to open control socket: Address family not supported by protocol (97) Oct 5 16:04:17 ks34900 bluetoothd[5176]: Can't init bnep module Oct 5 16:04:17 ks34900 bluetoothd[5176]: Failed to init network plugin Oct 5 16:04:17 ks34900 bluetoothd[5176]: Unable to start SCO server socket Oct 5 16:04:17 ks34900 bluetoothd[5176]: Failed to init audio plugin Oct 5 16:04:17 ks34900 bluetoothd[5176]: Failed to init gatt_example plugin Oct 5 16:04:17 ks34900 bluetoothd[5176]: Can't open HCI socket: Address family not supported by protocol (97) Oct 5 16:04:17 ks34900 bluetoothd[5176]: adapter_ops_setup failed Oct 5 16:04:17 ks34900 kernel: init: bluetooth main process (5176) terminated with status 1 Oct 5 16:04:17 ks34900 kernel: init: bluetooth main process ended, respawning Oct 5 16:04:17 ks34900 bluez: Stopping uarts Oct 5 16:04:17 ks34900 bluez: Stopping rfcomm Any thoughts?

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  • What are the pros/cons of using a 3d engine for 2d games?

    - by mrohlf
    What pros or cons should a beginner be aware of when deciding between a 2d game engine (like Slick2D/Flixel/FlashPunk) and a 3d engine (like Unity) for 2d game development? I am just getting started in indie game development, though I have dabbled a bit with Game Maker, Flash, and XNA in the past. I've heard a lot of positive things about Unity, and its cross-platform nature makes it appealing, but as I understand, it's a 3d engine at its core. For a strictly 2d game, are there any compelling reasons to work with a 3d engine like Unity? Or would it just add unneeded complexity to my initial learning experience?

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  • Shifting from XNA/C# to C++?

    - by Fat_Scout
    For a while now, I've been working with XNA for game design and development (although only for personal use ATM.) Overall, I'm a major fan of XNA itself, and it's overall "feel." However, due to the fact that: XNA seems to have a lack of support (no Metro support, no updates since 2010, etc.) I plan to try and get a job in the game development industry, and due to C++'s dominance, being more familiar with it would be very useful XNA only supports Windows (non-Metro) and Xbox 360, while I am interested in Mac and (to a lesser extent) Linux support. I've been trying to shift over to C++ as my main language. However, I do not want to focus on learning raw DirectX/C++ at this time, so I've been looking for a higher level C++ API (something about the same level as XNA, although something a bit more low-level would be fine) with a feel similar to XNA. So, for someone switching from C#/XNA to C++, what would my best choice(s) be for API's similar to XNA, although unmanaged and running on C++?

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  • Any recommended books/resources on component-based design?

    - by user1163640
    I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited to get started using it However, one aspect that have sparked my interested, and which I think will become a very important part of our future development, is Unity's approach to component-based design with scripting; with less focus on typical hierarchical aspect. Question I was wondering if anyone could recommend any good books on this subject? I have had trouble finding any books or books with reliable reviews, and was wondering if anyone more experienced here had something to say on the issue? Any other kind of resource would be excellent too, I'm just interested in getting to learn everything I can about it. This is not meant as a discussion about best books or resources on the topic, but simply a question regarding any resources that any of you find useful. Thank you all for your time!

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  • Using 3rd Party JavaScript Plugins Hardwired With &lsquo;document.write&rsquo;

    - by ToStringTheory
    Introduction Have you ever had the need to implement a 3rd party JavaScript plugin, but your needs didn’t fit the model and usage defined by the API or documentation of the plugin?  Recently I ran into this issue when I was trying to implement a web snapshot plugin into our site.  To use their plugin, you had to include a script tag to the plugin on their server with an API key.  The second part of the usage was to include a <script> tag around a function call wherever you wanted a snapshot to appear. The Problem When trying to use the service, the images did not display.  I checked a couple of things and didn’t find anything wrong at first..  It wasn’t until I looked at the function that was called by the inline script did I find the issue – a call to the webservice, followed by a call to ‘document.write’ in its callback.  The solution in which I was trying to implement the plugin happened to be in response to an AJAX call after the document had completely loaded.  After the page has loaded, document.write does nothing. My first thought for a solution was to just cache the script from the service, and edit it do something like a return function or callback that I could use to edit the document from.  However, I quickly discovered that there is no way to cache the script from the service, as it had a hash in the function where it would call the server.  The hash was updated every few seconds/minutes, expiring old hashes.  This meant that I wouldn’t be able to edit the script and upload a new version to my server, as the script would not work after a few minutes from originally getting the script from the service. Solution The solution eluded me until I realized that this was JavaScript I was dealing with.  A language designed so that you could do just about anything to any library, function, or object…  At this point, the solution was simple – take control of the document.write function.  Using a buffer variable, and a simple function call, it is eerily simple to perform: //what would have been output to the document var buffer = ""; //store a reference to the real document.write var dw = document.write; //redefine document.write to store to our buffer document.write = function (str) {buffer += str;} //execute the function containing calls to document.write eval('{function encapsulated in <script></script> tags}'); //restore the original document.write function (just in case) document.write = dw; That’s it.  Instead of using the script tags where I wanted to include a snapshot, I called a function passing in the URL to the page I wanted a snapshot of.  After that last line of code, what would have been output to the document (or not in the case of the ajax call) was instead stored in buffer. Conclusion While the solution itself is simple, coming from a background much more footed in the .Net platform, I believe that this is a prime example of always keeping the language that you are working in in mind.  While this may seem obvious at first, as I KNEW I was in JavaScript, I never thought of taking control of the document.write function because I am more accustomed to the .Net world.  I can’t simply replace the functionality of Console.WriteLine.

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