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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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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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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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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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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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  • 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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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Seems doctrine listener is not fired

    - by Roel Veldhuizen
    Got a service which should be executed the moment an object is persisted. Though, I think the code looks like it should work, it doesn't. I configured the service like the following yml. services: bla_orm.listener: class: Bla\OrmBundle\EventListener\UserManager arguments: [@security.encoder_factory] tags: - { name: doctrine.event_listener, event: prePersist } The class: namespace Bla\OrmBundle\EventListener; use Doctrine\ORM\Event\LifecycleEventArgs; use Bla\OrmBundle\Entity\User; class UserManager { protected $encoderFactory; public function __construct(\Symfony\Component\Security\Core\Encoder\EncoderFactoryInterface $encoderFactory) { $this->encoderFactory = $encoderFactory; } public function prePersist(LifecycleEventArgs $args) { $entity = $args->getEntity(); if ($entity instanceof User) { $encoder = $this->encoderFactory ->getEncoder($entity); $entity->setSalt(rand(10000, 99999)); $password = $encoder->encodePassword($entity->getPassword(), $entity->getSalt()); $entity->setPassword($password); } } } Symfony version: Symfony version 2.3.3 - app/dev/debug Output of container:debug [container] Public services Service Id Scope Class Name annotation_reader container Doctrine\Common\Annotations\FileCacheReader assetic.asset_manager container Assetic\Factory\LazyAssetManager assetic.controller prototype Symfony\Bundle\AsseticBundle\Controller\AsseticController assetic.filter.cssrewrite container Assetic\Filter\CssRewriteFilter assetic.filter_manager container Symfony\Bundle\AsseticBundle\FilterManager assetic.request_listener container Symfony\Bundle\AsseticBundle\EventListener\RequestListener cache_clearer container Symfony\Component\HttpKernel\CacheClearer\ChainCacheClearer cache_warmer container Symfony\Component\HttpKernel\CacheWarmer\CacheWarmerAggregate data_collector.request container Symfony\Component\HttpKernel\DataCollector\RequestDataCollector data_collector.router container Symfony\Bundle\FrameworkBundle\DataCollector\RouterDataCollector database_connection n/a alias for doctrine.dbal.default_connection debug.controller_resolver container Symfony\Component\HttpKernel\Controller\TraceableControllerResolver debug.deprecation_logger_listener container Symfony\Component\HttpKernel\EventListener\ErrorsLoggerListener debug.emergency_logger_listener container Symfony\Component\HttpKernel\EventListener\ErrorsLoggerListener debug.event_dispatcher container Symfony\Component\HttpKernel\Debug\TraceableEventDispatcher debug.stopwatch container Symfony\Component\Stopwatch\Stopwatch debug.templating.engine.php container Symfony\Bundle\FrameworkBundle\Templating\TimedPhpEngine debug.templating.engine.twig n/a alias for templating doctrine container Doctrine\Bundle\DoctrineBundle\Registry doctrine.dbal.connection_factory container Doctrine\Bundle\DoctrineBundle\ConnectionFactory doctrine.dbal.default_connection container stdClass doctrine.orm.default_entity_manager container Doctrine\ORM\EntityManager doctrine.orm.default_manager_configurator container Doctrine\Bundle\DoctrineBundle\ManagerConfigurator doctrine.orm.entity_manager n/a alias for doctrine.orm.default_entity_manager doctrine.orm.validator.unique container Symfony\Bridge\Doctrine\Validator\Constraints\UniqueEntityValidator doctrine.orm.validator_initializer container Symfony\Bridge\Doctrine\Validator\DoctrineInitializer event_dispatcher container Symfony\Component\EventDispatcher\ContainerAwareEventDispatcher file_locator container Symfony\Component\HttpKernel\Config\FileLocator filesystem container Symfony\Component\Filesystem\Filesystem form.csrf_provider container Symfony\Component\Form\Extension\Csrf\CsrfProvider\SessionCsrfProvider form.factory container Symfony\Component\Form\FormFactory form.registry container Symfony\Component\Form\FormRegistry form.resolved_type_factory container Symfony\Component\Form\ResolvedFormTypeFactory form.type.birthday container Symfony\Component\Form\Extension\Core\Type\BirthdayType form.type.button container Symfony\Component\Form\Extension\Core\Type\ButtonType form.type.checkbox container Symfony\Component\Form\Extension\Core\Type\CheckboxType form.type.choice container Symfony\Component\Form\Extension\Core\Type\ChoiceType form.type.collection container Symfony\Component\Form\Extension\Core\Type\CollectionType form.type.country container Symfony\Component\Form\Extension\Core\Type\CountryType form.type.currency container Symfony\Component\Form\Extension\Core\Type\CurrencyType form.type.date container Symfony\Component\Form\Extension\Core\Type\DateType form.type.datetime container Symfony\Component\Form\Extension\Core\Type\DateTimeType form.type.email container Symfony\Component\Form\Extension\Core\Type\EmailType form.type.entity container Symfony\Bridge\Doctrine\Form\Type\EntityType form.type.file container Symfony\Component\Form\Extension\Core\Type\FileType form.type.form container Symfony\Component\Form\Extension\Core\Type\FormType form.type.hidden container Symfony\Component\Form\Extension\Core\Type\HiddenType form.type.integer container Symfony\Component\Form\Extension\Core\Type\IntegerType form.type.language container Symfony\Component\Form\Extension\Core\Type\LanguageType form.type.locale container Symfony\Component\Form\Extension\Core\Type\LocaleType form.type.money container Symfony\Component\Form\Extension\Core\Type\MoneyType form.type.number container Symfony\Component\Form\Extension\Core\Type\NumberType form.type.password container Symfony\Component\Form\Extension\Core\Type\PasswordType form.type.percent container Symfony\Component\Form\Extension\Core\Type\PercentType form.type.radio container Symfony\Component\Form\Extension\Core\Type\RadioType form.type.repeated container Symfony\Component\Form\Extension\Core\Type\RepeatedType form.type.reset container Symfony\Component\Form\Extension\Core\Type\ResetType form.type.search container Symfony\Component\Form\Extension\Core\Type\SearchType form.type.submit container Symfony\Component\Form\Extension\Core\Type\SubmitType form.type.text container Symfony\Component\Form\Extension\Core\Type\TextType form.type.textarea container Symfony\Component\Form\Extension\Core\Type\TextareaType form.type.time container Symfony\Component\Form\Extension\Core\Type\TimeType form.type.timezone container Symfony\Component\Form\Extension\Core\Type\TimezoneType form.type.url container Symfony\Component\Form\Extension\Core\Type\UrlType form.type_extension.csrf container Symfony\Component\Form\Extension\Csrf\Type\FormTypeCsrfExtension form.type_extension.form.http_foundation container Symfony\Component\Form\Extension\HttpFoundation\Type\FormTypeHttpFoundationExtension form.type_extension.form.validator container Symfony\Component\Form\Extension\Validator\Type\FormTypeValidatorExtension form.type_extension.repeated.validator container Symfony\Component\Form\Extension\Validator\Type\RepeatedTypeValidatorExtension form.type_extension.submit.validator container Symfony\Component\Form\Extension\Validator\Type\SubmitTypeValidatorExtension form.type_guesser.doctrine container Symfony\Bridge\Doctrine\Form\DoctrineOrmTypeGuesser form.type_guesser.validator container Symfony\Component\Form\Extension\Validator\ValidatorTypeGuesser fragment.handler container Symfony\Component\HttpKernel\Fragment\FragmentHandler fragment.listener container Symfony\Component\HttpKernel\EventListener\FragmentListener fragment.renderer.hinclude container Symfony\Bundle\FrameworkBundle\Fragment\ContainerAwareHIncludeFragmentRenderer fragment.renderer.inline container Symfony\Component\HttpKernel\Fragment\InlineFragmentRenderer http_kernel container Symfony\Component\HttpKernel\DependencyInjection\ContainerAwareHttpKernel kernel container locale_listener container Symfony\Component\HttpKernel\EventListener\LocaleListener logger container Symfony\Bridge\Monolog\Logger mailer n/a alias for swiftmailer.mailer.default monolog.handler.chromephp container Symfony\Bridge\Monolog\Handler\ChromePhpHandler monolog.handler.debug container 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request response_listener container Symfony\Component\HttpKernel\EventListener\ResponseListener router container Symfony\Bundle\FrameworkBundle\Routing\Router router_listener container Symfony\Component\HttpKernel\EventListener\RouterListener routing.loader container Symfony\Bundle\FrameworkBundle\Routing\DelegatingLoader security.context container Symfony\Component\Security\Core\SecurityContext security.encoder_factory container Symfony\Component\Security\Core\Encoder\EncoderFactory security.firewall container Symfony\Component\Security\Http\Firewall security.firewall.map.context.dev container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.login container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.rest container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.secured_area container Symfony\Bundle\SecurityBundle\Security\FirewallContext 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Symfony\Component\HttpFoundation\Session\Storage\NativeSessionStorage session.storage.php_bridge container Symfony\Component\HttpFoundation\Session\Storage\PhpBridgeSessionStorage session_listener container Symfony\Bundle\FrameworkBundle\EventListener\SessionListener streamed_response_listener container Symfony\Component\HttpKernel\EventListener\StreamedResponseListener swiftmailer.email_sender.listener container Symfony\Bundle\SwiftmailerBundle\EventListener\EmailSenderListener swiftmailer.mailer n/a alias for swiftmailer.mailer.default swiftmailer.mailer.default container Swift_Mailer swiftmailer.mailer.default.plugin.messagelogger container Swift_Plugins_MessageLogger swiftmailer.mailer.default.spool container Swift_FileSpool swiftmailer.mailer.default.transport container Swift_Transport_SpoolTransport swiftmailer.mailer.default.transport.real container Swift_Transport_EsmtpTransport swiftmailer.plugin.messagelogger n/a alias for swiftmailer.mailer.default.plugin.messagelogger swiftmailer.spool n/a alias for swiftmailer.mailer.default.spool swiftmailer.transport n/a alias for swiftmailer.mailer.default.transport swiftmailer.transport.real n/a alias for swiftmailer.mailer.default.transport.real templating container Symfony\Bundle\TwigBundle\Debug\TimedTwigEngine templating.asset.package_factory container Symfony\Bundle\FrameworkBundle\Templating\Asset\PackageFactory templating.filename_parser container Symfony\Bundle\FrameworkBundle\Templating\TemplateFilenameParser templating.globals container Symfony\Bundle\FrameworkBundle\Templating\GlobalVariables templating.helper.actions container Symfony\Bundle\FrameworkBundle\Templating\Helper\ActionsHelper templating.helper.assets request Symfony\Component\Templating\Helper\CoreAssetsHelper templating.helper.code container Symfony\Bundle\FrameworkBundle\Templating\Helper\CodeHelper templating.helper.form container Symfony\Bundle\FrameworkBundle\Templating\Helper\FormHelper templating.helper.logout_url container Symfony\Bundle\SecurityBundle\Templating\Helper\LogoutUrlHelper templating.helper.request container Symfony\Bundle\FrameworkBundle\Templating\Helper\RequestHelper templating.helper.router container Symfony\Bundle\FrameworkBundle\Templating\Helper\RouterHelper templating.helper.security container Symfony\Bundle\SecurityBundle\Templating\Helper\SecurityHelper templating.helper.session container Symfony\Bundle\FrameworkBundle\Templating\Helper\SessionHelper templating.helper.slots container Symfony\Component\Templating\Helper\SlotsHelper templating.helper.translator container Symfony\Bundle\FrameworkBundle\Templating\Helper\TranslatorHelper templating.loader container Symfony\Bundle\FrameworkBundle\Templating\Loader\FilesystemLoader templating.name_parser container Symfony\Bundle\FrameworkBundle\Templating\TemplateNameParser translation.dumper.csv container Symfony\Component\Translation\Dumper\CsvFileDumper translation.dumper.ini container 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translation.loader.dat container Symfony\Component\Translation\Loader\IcuResFileLoader translation.loader.ini container Symfony\Component\Translation\Loader\IniFileLoader translation.loader.mo container Symfony\Component\Translation\Loader\MoFileLoader translation.loader.php container Symfony\Component\Translation\Loader\PhpFileLoader translation.loader.po container Symfony\Component\Translation\Loader\PoFileLoader translation.loader.qt container Symfony\Component\Translation\Loader\QtFileLoader translation.loader.res container Symfony\Component\Translation\Loader\IcuResFileLoader translation.loader.xliff container Symfony\Component\Translation\Loader\XliffFileLoader translation.loader.yml container Symfony\Component\Translation\Loader\YamlFileLoader translation.writer container Symfony\Component\Translation\Writer\TranslationWriter translator n/a alias for translator.default translator.default container Symfony\Bundle\FrameworkBundle\Translation\Translator twig container Twig_Environment twig.controller.exception container Symfony\Bundle\TwigBundle\Controller\ExceptionController twig.exception_listener container Symfony\Component\HttpKernel\EventListener\ExceptionListener twig.loader container Symfony\Bundle\TwigBundle\Loader\FilesystemLoader twig.translation.extractor container Symfony\Bridge\Twig\Translation\TwigExtractor uri_signer container Symfony\Component\HttpKernel\UriSigner bla_orm.listener container Bla\OrmBundle\EventListener\UserManager validator container Symfony\Component\Validator\Validator web_profiler.controller.exception container Symfony\Bundle\WebProfilerBundle\Controller\ExceptionController web_profiler.controller.profiler container Symfony\Bundle\WebProfilerBundle\Controller\ProfilerController web_profiler.controller.router container Symfony\Bundle\WebProfilerBundle\Controller\RouterController web_profiler.debug_toolbar container Symfony\Bundle\WebProfilerBundle\EventListener\WebDebugToolbarListener Update It seems that the listener is not invoked when an updateAction, generated by generate:doctrine:crud has taken place though. At another part of the code the lister seems to be invoked. Though, there are both Controller types and both us $em->persist($something); $em->flush(); to save the changes. I would expect that in both cases the listener is invoked.

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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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  • can a guy with embedded system background go into game development

    - by NANDAGOPAL
    Well, I finished my Masters in Embedded Systems, and I am working in GUI development, and working with graphic tools and images and GUI's keep me glued to my seat more than working on code for MUP/MUC . And I want to give game development a Fair chance, try out developing a game from scratch using basic libraries then tryout the same in a free/open source game engine and there is a good chance I may fall in love with it, but it is poissible for a person with an Electrical and Electronics Bachelors and Embedded Systems Masters ( just a years experience in the field) go into game development and be successful in the profession. And I asked the same question @ stackoverflow.com (wrong place to ask ) http://stackoverflow.com/questions/13794822/can-a-guy-with-embedded-system-background-go-into-game-development/13794943#13794943 And I received good but a very generic answer. I would be happy to know the actual pro's and con's of a master's in embedded systems migrating to Game Dev And I am extremely sorry for asking the same question for the third time but I really did not know that stackoverflow had so many sister sites, So a really big sorry, and an even bigger thank you!

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  • What are some valuable conferences for game developers?

    - by Tommy
    Lately I was thinking of visiting a Game Developer Conference and so I search the Internet, but I didn't find a thorough list of available Conferences. Now I know some of them, like the GDC in San Francisco but I was wondering, what other Game Developer Conferences are out there. So my question is: What Game Dev Conferences do you know, that are valuable for Game Developers and Game Designers? Have you visited one of these Conferences yourself? Is there a skill level needed to appreciate such a Conference? I am aware, that there is no "true" answer to this question, but I think, that an overview over existing Conferences could be usefull for all levels of game developers.

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  • Good practices while working with multiple game engines, porting a game to a new engine

    - by Mahbubur R Aaman
    I have to work with multiple game engines, like Cocos2d Unity3d Galaxy While working with multiple game engines, what practices should i follow? EDIT: Is there any guideline to follow, that would be better as while any one working with multiple game engines? EDIT: While a game made by Cocos2d and done well at AppStore, then our target it to port to other platforms, then we utilize Unity3D. Here what should we do?

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  • First time android game development [on hold]

    - by Dave
    My friend and i are developing a android game. This is my first time develop android game, so we don't know how to code The game is 2d game and we develop it without 3rd party engine / framework. Now we got a few questions, hope you can help us. In game play, using 'Surfaceview' only to achieve it. Is it best practice? On 'Surfaceview', a lot of difference button(Menu, pause, game object..etc) is on it, but I don't know how to code it? (actually, i have already done, but...so stupid way. Detect the user touch position (x, y) to identify where they touch[rect(x1,y1,x2,y2).contain(x,y)] Is it right? Teach me how to do if wrong. View / Surfaceview / OpenGL, which is suitable for us? (if like Tetris) Thank you for your help. Ps: My english is not good, hope you can understand what i mean.

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