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  • Version control for game development - issues and solutions?

    - by Cyclops
    There are a lot of Version Control systems available, including open-source ones such as Subversion, Git, and Mercurial, plus commercial ones such as Perforce. How well do they support the process of game-development? What are the issues using VCS, with regard to non-text files (binary files), large projects, etc? What are solutions to these problems, if any? For organization of Answers, let's try on a per-package basis. Update each package/Answer with your results. Also, please list some brief details in your answer, about whether your VCS is free or commercial, distributed versus centralized, etc. Update: Found a nice article comparing two of the VCS below - apparently, Git is MacGyver and Mercurial is Bond. Well, I'm glad that's settled... And the author has a nice quote at the end: It’s OK to proselytize to those who have not switched to a distributed VCS yet, but trying to convert a Git user to Mercurial (or vice-versa) is a waste of everyone’s time and energy. Especially since Git and Mercurial's real enemy is Subversion. Dang, it's a code-eat-code world out there in FOSS-land...

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  • How to go from mainstream to indie development?

    - by Salano Software
    I'm currently working as a game programmer for a AAA-level developer and publisher - which falls into the 'nice problem to have' category, I know, except that I'm growing more and more disenchanted with the direction of both the company and the AAA portion of the industry as a whole. I don't see any games on the studio's calendar for the next several years that I'm actually interested in working on; it looks like a continuing parade of sequels, license extensions and largely-derivative work. Which isn't to say that there won't be interesting things to do on those projects; but more and more I find myself wanting to do something fundamentally different. It seems like the market's never been better for smaller-scale projects, and I'd love to jump into that (and I've done small demos for Android and have started digging into iOS), but I obviously can't put anything out while I'm working for the company, and I'm concerned that I shouldn't even do substantial development in my spare time on anything I'd eventually like to release on my own. At the same time, I'm leery of leaving the job I've got for hopefully-obvious reasons, especially without a specific plan in place. Has anyone out there got experience with 'going indie' out of a mainstream job, and does anyone have specific suggestions as to what the best approach is and what I should specifically be thinking about or be careful of?

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  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • Has anyone got a simple step by step Mozilla plugin tutorial.

    - by s1mm0t
    I'm trying to create a Mozilla browser plugin for the sole purpose of detecting with javascript whether or not an application that I have written is installed. This was inspired by another stackoverflow question and answer on a similar subject. All I want really is a HelloWorld type example as what I need to write will be even simpler than that. There is a lot of information on the Mozilla website, but as a plugin noob and a C++ novice I'm experiencing information overload. I just need a step by step "this is how to create your first simple plugin". I have already written the IE equivalent by following this ATL tutorial. This is the kind of level of guide that I would ideally like to find. Please note, this is specifically about Mozilla plugins and not extensions - Googling this subject brings up a lot of information about extensions in addition to plugins.

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  • How to detect if google chrome rss plugin is installed-php?

    - by zeina
    I'm working on a word press project. I noticed that rss is not working fine on google chrome. After I googled about it, it turned out that I need to install a plugin for google chrome so rss works. I want to know how to detect if the plugin is installed or not in case the user is using chrome browser. Currently I'm doing the following: function is_chrome() { return(eregi("chrome", $_SERVER['HTTP_USER_AGENT'])); } if(is_chrome()) { // I want to check if plugin installed or not here. }

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  • Can you use Win32 GUI in a browser plugin?

    - by John
    Of course it would mean you're plugin is not cross-platform but let's focus on the technical side... Is a browser plugin (like done in NPAPI) restricted in what it can do? Or do you get fairly free reign to access the PC and the render-window you're given? For instance can you create Win32/MFC controls in your browser this way? A side question - is your browser plugin conceptually akin to a .DLL, which is therefore just arbitrary compiled code implementing a specific interface for browser control/communication?

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  • Eclipse Plugin does not work in FlashBuilder/FlexBuilder Standalone

    - by Janosch
    Hi, created an Eclipse plugin that contributes to the UI by a new project wizard a new menu in the context menu of projects in the Package Explorer a new project nature + builder a new preference page for the plugin The plugin works fine when installed in a normal Eclipse instance with Flex/Flashbuilder as plugin. The problem now is, that the plugin never gets activated when i install it in a Flex/Flashbuilder Standalone instance. Neither of the features described above is available. I even have no idea how to debug this, error-log (workspace/.metadata/.log) the following message appears, (but i dont think it is related to the problem) !ENTRY org.eclipse.ui.workbench 2 0 2009-07-20 17:51:17.984 !MESSAGE A handler conflict occurred. This may disable some commands. !SUBENTRY 1 org.eclipse.ui.workbench 2 0 2009-07-20 17:51:17.984 !MESSAGE Conflict for 'org.eclipse.ui.navigate.openResource': HandlerActivation(commandId=org.eclipse.ui.navigate.openResource, handler=ActionDelegateHandlerProxy(null,org.eclipse.ui.internal.ide.handlers.OpenResourceHandler), expression=AndExpression(ActionSetExpression(org.eclipse.ui.NavigateActionSet,org.eclipse.ui.internal.WorkbenchWindow@1c45731),WorkbenchWindowExpression(org.eclipse.ui.internal.WorkbenchWindow@1c45731)),sourcePriority=16640) HandlerActivation(commandId=org.eclipse.ui.navigate.openResource, handler=ActionDelegateHandlerProxy(null,org.eclipse.ui.internal.ide.handlers.OpenResourceHandler), expression=AndExpression(ActionSetExpression(com.adobe.flexbuilder.standalone.navigate,org.eclipse.ui.internal.WorkbenchWindow@1c45731),WorkbenchWindowExpression(org.eclipse.ui.internal.WorkbenchWindow@1c45731)),sourcePriority=16640) In the "Configuration Details" my feature doesn't show up in the *** Features: section and my plugin doesn't show up in the *** Plugin-in Registry: section. But they appear under Configured features and Configured plug-ins. Starting FlashBuilder with -clean didn't solve the problem. (the start command is now "C:\Programme\Adobe\Flash Builder Beta\Gumbo.exe" -clean) My plugin depends on org.eclipse.ui, org.eclipse.core.runtime, org.eclipse.core.resources, com.adobe.flexbuilder.project com.adobe.flexbuilder.project.ui com.adobe.flexbuilder.ui All of these should be available, as i see it. (and an error should be generated if they were not, i hope)

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  • Joomla get plugin id

    - by Christian Sciberras
    I wrote a Joomla plugin which will eventually load a library. The path to library is a plugin parameter, as such when the path is incorrect, a message pops up in the backend, together with a link to edit the plugin parameters: /administrator/index.php?option=com_plugins&view=plugin&client=site&task=edit&cid[]=36 See the 36 at the end? That's my plugin's id in the database (table jos_plugins). My issue is that this id changes on installation, ie, on different installs, it would be something else. So I need to find this id programmatically. The problem is that I couldn't find this id from the plugin object itself (as to why not, that would be joomla's arguably short-sighted design decision). So unless you know about some neat trick, (I've checked and double checked JPlugin and JPluginHelper classes), I'll be using the DB. Edit; Some useful links: http://docs.joomla.org/Plugin_Developer_Overview http://api.joomla.org/Joomla-Framework/Plugin/JPlugin.html http://api.joomla.org/Joomla-Framework/Plugin/JPluginHelper.html http://forum.joomla.org/viewtopic.php?p=2227737 Guess I'll be using the wisdom from that last link...

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  • Application Development: Python or Java (or PHP)

    - by luckysmack
    I'm looking to get into application development, such as Facebook or Android apps and games. I am doing this for fun and to learn. Once my skills are to par I would like to have some side income from the apps, but I'm not banking on living off that (just so you know where I'm coming from and know what my end goals are). Currently I know and am familiar with PHP and frameworks such as cakephp and yii. However, I have been wanting to learn another language to broaden my horizons and to become a better developer. So I have narrowed it down to 2 languages. Python, and Java (I can already hear people cringing at the difference in the languages I have chosen, but I have some reasons). Python: closer to PHP that Java. Cross platformability. Also great as a general scripting language and has many file system level benefits that PHP does not. Cleaner syntax, readability, blah blah and the list goed on. Python will work great for cross platform apps and can be run on many OS's and is supported by Facebook for app development. But there is no support on Android (for full fledged apps). Java: a much stronger typed language, very robust community and corporate backing. Knowing Java is also good for personal marketability for enterprises, if you're into that. The main benefit here is that Java can write apps natively for Android and the apps can be ported for web versions to play on Facebook. So while I have seen many developers prefer Java over the two, Java has this significant advantage, where I can market my apps in both markets and in the future build more potential income. But like I said it is for fun. While money isn't the goal, it would still be nice. PHP: I'm putting this here because I know it already, and I'm sure a case could be made for it. It obviously works great for Facebook but like Python does not do so well on android. While it's mostly the realm of 'application development' that appeals to me, I do find Android apps fairly interesting and something that has a ton of potential to. But then again Facebook has a ton more users and the apps can also potentially be more immersive (desktop vs. mobile). So this is why I'm kinda stuck on what route to choose. Python for Facebook and web apps, with likely faster development to production times, or Java which can be developed for any of the platforms to make apps. Side note: I'm not really trying to get into 3D development, mostly 2D. And I also want to make an app with real-time play (websockets, etc). Someone mentioned node, js to me for that but Python seems to be more globally versatile for my goals. So, to anyone that does Facebook or Android development in either language: what do you suggest? Any input is valuable and I do appreciate it. And sorry for being long winded. EDIT: as mentioned in one of the answers, my primary goal is gaming. Although I do have some plans for non gaming apps such as general web based and desktop based ones. But gaming is my main goal with the possibility of income. EDIT: Another consideration could be Jython. Writing Python code which is converted into Java bytecode. This would allow the ability to do Android apps using Python. I could be wrong though, I'm still looking into it. Update 1-26-11: I recently acquired a new job which required I learn .NET using C#. Im sure some of you are cringing already but I really like the whole system and how it all works together between desktop and web development. But, as I am still interested in Python very much, and after some research I have decided I will learn Python as well as the IronPython implementation for .NET. But (again: I know...) since .NET is mostly a Windows thing and not as cross-compatible as I like, I will be learning Mono which is a cross platform implementation of .NET where I can use what I learn at work using C# and what I want to learn, Python/IronPython. So while learning and writing C#/.NET @ work I will be learning Python - Mono - Iron Python for what I want to do personally. And the benefit of them all being very closely related will help me out a lot, I think. What do you guys think? I almost feel like that should be another question, but there's not much of a question. Either way, you guys gave very helpful input.

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  • Dartisans ep. 10: Dart Plugin for IntelliJ

    Dartisans ep. 10: Dart Plugin for IntelliJ Ask and vote for questions at: goo.gl Edit and debug your Dart apps with IntelliJ and WebStorm! In this episode of Dartisans, we'll talk to the engineers working on this exciting project. Join hosts Seth Ladd and JJ Behrens to learn more about writing Dart apps with JetBrain's powerful editors. From: GoogleDevelopers Views: 1279 35 ratings Time: 35:25 More in Science & Technology

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  • rhythmbox plugin code for hot key not working

    - by Bunny Rabbit
    def activate(self,shell): self.shell = shell self.copy_selected() self.action = gtk.Action ('foo','bar','baz',None) self.activate_id = self.action.connect ('activate', self.call_bk_fn,self.shell) self.action_group = gtk.ActionGroup ('hot_key_action_group') self.action_group.add_action_with_accel (self.action, "<control>E") uim = shell.get_ui_manager () uim.insert_action_group (self.action_group, 0) uim.ensure_update () def call_bk_fn(): print('hello world') i am using the above code in a plugin for rhythmbox ,and here i am trying to register the key ctr+e so that the call_bk_fn gets called whenever the key combination is pressed , but its not working why is that so ?

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  • Getting Adobe Flash plugin on PowerBook G4 running Lubuntu

    - by mylottd
    I am running Lubuntu on my PowerBook G4 with a PowerPC processor. If I want to install any file, should I be looking for the Linux version or the PowerPC version? I specifically want to get a Adobe Flash Player 11 or newer plugin for Firefox, but it would be nice to know what to look for when I'm getting other files. You might have already been able to tell, but I don't know a lot at all about this stuff, sorry.

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  • thunar-archive-plugin not working

    - by Sergio
    After I experienced serious not yet resolved performance issues with Nautilus I decided to move to XUbuntu so I installed its metapackage from Ubuntu and started using it. It turns out that the archive plugin for Thunar (provides the "Extract here" option in the contextual menu when right clicking over a compressed archive) is not working, even after I apt-get purged it and reinstalled. It simply doesn't show its options in the contextual menu. What should I do to make it work?

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  • Windows Live Writer Code Snippet Plugin

    - by schnieds
    I love Windows Live Writer as a blogging application and use it pretty much exclusively for writing my blog posts. The only downside is that I have found it difficult to get code snippets formatted correctly in my posts. Luckily a friend of mine, Tyson Swing, turned me on to a great code snippet plugin for Windows Live writer.[Read More]Aaron Schniederhttp://www.churchofficeonline.com

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  • Platinum SEO Plugin Vs All-In-One SEO Pack

    The two biggest SEO optimization tools for WordPress are probably Platinum SEO and All-in-One SEO Pack. This article explains the relationship of the two and gives a brief rundown of installing Platinum SEO plugin on your blog. It then provides a comparison of the two, feature-for-feature.

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  • Play Framework Plugin for NetBeans IDE (Part 2)

    - by Geertjan
    After I published part 1 of this series, the first external contribution (i.e., not by me) to the NetBeans plugin for Play Framework 2 was committed today. Yann D'Isanto added support for creating new Play projects: That completely solves a problem I was working on, in a different way altogether. I was working on creating a new wizard that would call "play new" on the command line and pass into the command line the entered name and application type (1 for Java and 2 for Scala). However, Yann's solution is better, at least in the sense in that it works, as opposed to mine which didn't, because of problems I continually had with the command line, since one needs to press Enter multiple times on the Play command line when creating new projects, which I wasn't able to simulate in my new wizard. Yann's approach is simply to follow the approach taken in the Project Type Module Tutorial, which explains how to register a project sample in the IDE. I was inspired by Yann's contribution, especially when he mentioned that one needs to build Play projects on the command line. So, I added a new menu item on the right-click of a project for building Play projects, which simply passes "play compile" to the command line for the current project: Via the IDE's main menu bar, you can also Build and Run the application, though the code for the Clean function needs to be added still, which would be a cool thing for anyone out there to add, by using all the existing code and then passing "play clean compile" to the command line. Something else that Yann added is an Options Window extension, thanks to the Options Window Module Tutorial, for registering the Play installation, which is a step forward from my hard coded solution. I changed things slightly so that, when Build or Run are selected, without a Play installation being defined, the Options window opens, displaying the tab that Yann created, shown below. Notice that there's no Browse button, which would be a simple next step for anyone else to contribute. A small tip is to use the FileChooserBuilder from the NetBeans IDE APIs when working on the Browse button: Looking forward to more contributions to the Play Framework 2 plugin for NetBeans IDE. Just leave a message here with your ideas, with your java.net name, and then I'll add you to the project on java.net, where I very much look forward to your contributions: http://java.net/projects/nbplay/sources/nbplay

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  • UDK SettingsScene variable

    - by Ricket
    I am in the process of porting a script from UT3 to UDK. The script is for class ZOUIFrontEnd_MainMenu extends UTUIFrontEnd_MainMenu. I'm getting the following compiler error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Bad or missing expression in Call to 'OpenSceneByName', parameter 1 The referenced line is as follows: OpenSceneByName(SettingsScene); Okay, so I figured the OpenSceneByName function changed in UDK. Tracing the path of inheritance all the way up to UDKUIScene.uc, I found the definition: function UIScene OpenSceneByName(string SceneToOpen, bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None) Assuming SettingsScene is a string, everything looks fine, right? So I figured I would find SettingsScene to make sure it's a string. Well doing a search for "SettingsScene" in all files turned up only one other line; UTGameReplicationInfo.uc line 334: UTPC.OpenUIScene(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); But UTUIFrontEnd_MainMenu doesn't have a SettingsScene variable in it! Just to check, I changed my line of code to match: OpenSceneByName(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); And indeed, I get the following compile error now: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Unknown Property 'SettingsScene' in 'Class UTGame.UTUIFrontEnd_MainMenu' How does UTGameReplicationInfo.uc successfully compile? Where is the SettingsScene variable?

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  • developing maven plugin, how to exclude bitkeeper files

    - by Denali
    Hi There, I am trying to write my first maven plugin. I'd like to exclude all the java files related to the source repository I'm using, which is BitKeeper. These files live in directories called SCCS. I can't for the life of me figure out how to do this. When I add the maven-compile-plugin with excludes data, it works (the bk files are excluded) if I specify mvn compiler:compile. But this is not binding to the compile phase. So that when I run mvn compile, it blows up trying to compile a source control specific java file. Any help or pointers appreciated. Another thing to note: Everything works perfectly if I change the packaging from "maven-plugin" to "jar", which of course, I can't do permanently since this is a maven plugin I am trying to write. I'm sorry if this is answered elsewhere. I've looked around for several hours here and through the maven docs, but everything on this topic seems to be related to writing code which will be packaged in jars, not maven plugins. Here's my pom.xml: <project> <modelVersion>4.0.0</modelVersion> <groupId>com.mycomp.mygroup</groupId> <artifactId>special-persistence-plugin</artifactId> <packaging>maven-plugin</packaging> <version>1.0-SNAPSHOT</version> <name>Special Persistence Plugin</name> <dependencies> <dependency> <groupId>org.apache.maven</groupId> <artifactId>maven-plugin-api</artifactId> <version>2.0</version> </dependency> </dependencies> <build> <plugins> <plugin> <artifactId>maven-compiler-plugin</artifactId> <configuration> <source>1.6</source> <target>1.6</target> <encoding>UTF-8</encoding> <excludes> <exclude>**/SCCS/**/*.java</exclude> </excludes> <phase>compile</phase> <goals> <goal>compiler:compile</goal> </goals> </configuration> </plugin> </plugins> </build> </project> Thank you to anyone with ideas about this, -Denali

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  • Affect on speed of wordpress membership plugins -- currently trying s2member [migrated]

    - by Richard
    I'm taking a look at s2member -- I have it running, and my site is very slow -- it's taking on average about 9 or 10 seconds to load. This is the site: http://richardclunan.net I want to figure out if the s2member plugin is causing it to be slow. And whether there are other faster membership plugins... 3 questions: Are there particular settings or things specific to s2member that I should take care of to ensure s2member doesn't make my site slow? If I deactivate the plugin to test the speed of the site with the plugin deactivated, will that mean I'll have to respecify s2member settings when I reactivate it? After it's reactivated will members' accounts work ok? Anybody have observations on s2member or other wordpress membership site plugins and their affect on site speed?

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  • Joomla 2.5 -- Adding a custom field to menu-item-edit-form

    - by philipp
    I would like to add a new Field (Select list of all menu-items) to the menu item-edit form. To do so I was setting up an system plugin with the following directory structure: languageroot/languageroot.php languageroot/form/form.xml As you can see in the posted code, that is all very basic to try out. Only after adding the following lines: <li <?php echo $this-form-getLabel( 'langroot-text', 'main' )? <?php echo $this-form-getInput('langroot-text', 'main' ); ? </li to: /admininstrator/components/com_menus/views/item/tmpl/edit.php a textfield shows up. Is it possible to inject the field without touching the edit.php? Is there anywhere a good tutorial about the JForm api? Is a system-plugin the right kind, or could it be a content plugin, or should it even be a component?

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  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • What does your Python development workbench look like?

    - by Fabian Fagerholm
    First, a scene-setter to this question: Several questions on this site have to do with selection and comparison of Python IDEs. (The top one currently is What IDE to use for Python). In the answers you can see that many Python programmers use simple text editors, many use sophisticated text editors, and many use a variety of what I would call "actual" integrated development environments – a single program in which all development is done: managing project files, interfacing with a version control system, writing code, refactoring code, making build configurations, writing and executing tests, "drawing" GUIs, and so on. Through its GUI, an IDE supports different kinds of workflows to accomplish different tasks during the journey of writing a program or making changes to an existing one. The exact features vary, but a good IDE has sensible workflows and automates things to let the programmer concentrate on the creative parts of writing software. The non-IDE way of writing large programs relies on a collection of tools that are typically single-purpose; they do "one thing well" as per the Unix philosophy. This "non-integrated development environment" can be thought of as a workbench, supported by the OS and generic interaction through a text or graphical shell. The programmer creates workflows in their mind (or in a wiki?), automates parts and builds a personal workbench, often gradually and as experience accumulates. The learning curve is often steeper than with an IDE, but those who have taken the time to do this can often claim deeper understanding of their tools. (Whether they are better programmers is not part of this question.) With advanced editor-platforms like Emacs, the pieces can be integrated into a whole, while with simpler editors like gedit or TextMate, the shell/terminal is typically the "command center" to drive the workbench. Sometimes people extend an existing IDE to suit their needs. What does your Python development workbench look like? What workflows have you developed and how do they work? For the first question, please give the main "driving" program – the one that you use to control the rest (Emacs, shell, etc.) the "small tools" -- the programs you reach for when doing different tasks For the second question, please describe what the goal of the workflow is (eg. "set up a new project" or "doing initial code design" or "adding a feature" or "executing tests") what steps are in the workflow and what commands you run for each step (eg. in the shell or in Emacs) Also, please describe the context of your work: do you write small one-off scripts, do you do web development (with what framework?), do you write data-munching applications (what kind of data and for what purpose), do you do scientific computing, desktop apps, or something else? Note: A good answer addresses the perspectives above – it doesn't just list a bunch of tools. It will typically be a long answer, not a short one, and will take some thinking to produce; maybe even observing yourself working.

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