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  • Choosing the MVC view engine

    - by leonard
    I want to allow the end-users of my web application to modify views (via web based back office), stored in the database. The desired view engine is expected to be code-injection safe, meaning that the end-user will be limited to the absolute minimum number of expressions available, no server code inserts are allowed. Is any suitable view engine available to download?

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  • where should damage logic go Game Engine or Character Class

    - by numerical25
    I am making a game and I am trying to decide what is the best practice for exchanging damage between two objects on the screen. Should the damage be passed directly between the two objects or should it be pass through a central game engine that decides the damage and different criteria's such as hit or miss or amount dealt. So overall what is the best practice.

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  • Breakout ball collision detection, bouncing against the walls

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks

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  • What is the best way to find a python google app engine coach?

    - by David Haddad
    i'm a software engineer and have been building Google App Engine apps with Python for about a year. I have a pretty good familiarity with the main concepts: web app framework, modeling, queues, memcache, django templates, etc. Where I think I'm lacking is in methodology. Architecting the app, using git for versioning, designing an writing unit tests. I'm totally convinced to incorporate these practices in my development style, and have started reading up on them. However I've learned that I'm a much faster learner when I have someone experienced to ask questions to and interact with. IRC channels and forums like stack overflow are great. But sometimes you want something more dynamic that produces results faster. So my question is how can a person find an experienced engineer that is familiar with the technologies he uses and that is willing to give them a couple of hours of Skype coaching sessions per week in return for an hourly fee...

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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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  • What would most games benefit from having?

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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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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  • Guitar hero clone and music

    - by mm24
    I am an indie game developer and I am doing a game similar to guitar hero. I am using tracks composed by musicians and I contacted them to sing a licensing contract. As is my first indie project I have no idea on how I should deal with the royalties aspect of this because each track as an ISRC code and each time a track is played in public there is a fee to pay to the "local" registration authority. An iPhone game it is downloaded and not played on air (or physically distributed), and hence I think there is a specific legislation for this that specifies how much one should pay. I own some of the tracks composed and for this I think I won't have to pay a royalty (even if the track has an ISRC code) but for other tracks I just have a license "to use". I wonder how a game like Guitar hero can sell on iPhone for as little as 0,99$ and then have "in app purchases" for packs of 3 songs (for about 2 dollars) and make a profit (I imagine they will have to pay a ISRC royalty). Does anyone of you have any idea of this can work or if there is a section in this forum where I can ask this question? I understand is not about coding but I think is about development of a game in the broader sense.

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  • Where to Start?

    - by freemann098
    my name is Chase. I've been programming for over 3 years now and I've made very little progress towards game development. I blame myself for it due to reasons. I have experience in many languages such as C++, C#, and Java. I have a little bit of knowledge in JavaScript/HTML and Python. My question is where to start on actually understanding jumping into game development. Whenever I watch game development tutorials it mostly makes sense until points of things like OpenGL or advanced topics that make no sense at all. An example is something like glOrhho Matrix or whatever. Videos either don't explain things like this or they're not explained very well. Do I not know enough basics? I find myself always copying code from a video but understanding very little of it. It's like i'm memorizing things I don't understand which makes it hard to program at all. If I were to want to get to the point where I could write my own game engine or just a game by myself in general in C++ using at the most documentation how would I start at mastering to that level. Should I learn C first, or get really good at basics in general with C++. I know there is a similar posted question on this site but it's not the same due to the fact the person asking the question has a well knowledge level in programming. I'm stuck in a loop of learning the same things but if I go farther I don't understand. I'm stuck in the same spot and need to make progress.

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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  • Rails on Google App Engine - Error on OS X development machine

    - by Phillip Parker
    Hi, I'm running through the Ruby on Rails tutorial at http://guides.rubyonrails.org/getting_started.html (adjusting where appropriate for Google's App Engine). All is well up till section 6.3: when I try to click "New Post", I get the following error: Internal Server Error (500) Request Method: GET Request URL: http://localhost:8080/500.html access denied (java.io.FilePermission /dev/urandom read) It works fine when I upload the application to Google's App Engine; it's just on my development machine (OS X 10.6) that it doesn't work. Thanks in advance.

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  • Workflow for App Engine

    - by Jesse Aldridge
    I'm about to start an App Engine project for the first time. Most likely with Python. I was wondering if anybody could give me a leg up by detailing their workflow when developing for it. What tools do you use to go from start to deployed? Did you do any app engine specific configurations to those tools?

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  • Non-unique display names?

    - by Davy8
    I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing non-unique display names work well? When does it not work well? Does it come down to whether or not impersonation of someone else is a problem? The reasons I believe it works for Starcraft II is that there isn't any kind of in-game trading of virtual goods and other than "for kicks" there isn't much incentive to impersonate someone else in the game. There's also ladder rankings so even trying to impersonate a pro is easily detectable unless you're on a similar skill level. What are some other cases where it makes sense to specifically allow or disallow duplicate display names? (I have no idea what to tag this as. I went with game-design because I needed at least 1 tag and I don't have rep to create new ones yet.)

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • Where to start game programming for Android

    - by Marthin
    Hi, I'm new to game programming. But I'v got an ide for what I think would be a fun game for the Android platform. My question is, where do I start? Anyone got some good sites to recommend or perhaps a book or two. I'v got medium skills when it come to programming but i'v got a masters of science degree in computer engineering so i'm not totally unfamiliar with algorithms and stuff. Thx for any help! /Marthin

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  • What most games would benefit from having

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • How do I make this ad execution?

    - by Maggie
    I am doing research on replicating an ad execution - http://www.digitalbuzzblog.com/gol-airlines-mobile-controlled-banner-game/ It's a simple "game" involving using the phone as a forward/back/left/right controller for a car in flash on the internet. I've started reading on P2P, but I'm finding such a vast amount of information and non specific to what I need that it's hard for me to sort through. Does anyone know any tutorials or can shed some light on how I might go about making a very simple mobile controller for a flash game?

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  • Lucene based database search engine

    - by Abhay
    Hi All, I am planing to add search feature in my web application. Now the items that will be searched are strored in a Relational database. In order to achieve a full text search engine I have following doubts : For database based search engine should I use just lucene or some other utility based on Luncene like Solr, luSql, Compass etc. In case of Solr, can it be embeded in to the web applcation rather than deploying it as a seaparate WAR. Thanks for your time. regards

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  • Collision detection in Java game?

    - by Chetan
    I am developing a game in which I have the problem of collision detection of moving images. The game has a spaceship and number of asteroids (obstacles). I want to detect the collision between them. How can I do this?

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  • Google App Engine for Businesses Source License

    - by jacksonemg
    I believe I read that if you wanted to use Google's App Engine, your application needed to be open source. With the recent announcement of App Engine for Business, does the same rule apply? I would like to host an application on this particular platform but have no interest in releasing the code initially (down the road, potentially).

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  • google app engine proxy workaround

    - by Lumpy
    I am trying to build a google app engine app in Java. The app is trying to get information from another site. On my computer I am behind a firewall and need to connect to the site through a proxy. Google app engine does not allow the use of java.net.proxy. Is there a way to configure eclipse so it knows that when I use URL.getContent() my local host will connect to that url through a proxy??

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