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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • App Engine charges in November 2011 [closed]

    - by broiyan
    I had a billing enabled test application on Google App Engine left over from early 2011. I have not received a bill in many months because I have not been hitting the URL and according to the activity monitor, nobody has. Then unexpectedly in November 2011, I received 2 bills in as many weeks for quite minimal amounts. Checking the monitor it looks like nobody has been hitting the URL and according to the SQL-like search, there is nothing in the Datastore. I know that GAE has left the "preview" in recent weeks but I am not sure how that would affect what is essentially a dormant application with no Datastore objects. Has GAE started charging for completely unused applications in recent weeks? Edit: Most of my applications were already disabled and I have just disabled the only one that was enabled but unused the past several months. If I get another bill next week that should be informative.

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  • basic unique ModelForm field for Google App Engine

    - by Alexander Vasiljev
    I do not care about concurrency issues. It is relatively easy to build unique form field: from django import forms class UniqueUserEmailField(forms.CharField): def clean(self, value): self.check_uniqueness(super(UniqueUserEmailField, self).clean(value)) def check_uniqueness(self, value): same_user = users.User.all().filter('email', value).get() if same_user: raise forms.ValidationError('%s already_registered' % value) so one could add users on-the-fly. Editing existing user is tricky. This field would not allow to save user having other user email. At the same time it would not allow to save a user with the same email. What code do you use to put a field with uniqueness check into ModelForm?

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  • Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

    - by Andrew Russell
    I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. Especially when rope swinging is relevant to gameplay. I don't really care about a rope's ability to wrap up or sag (this can be faked for visuals anyway). For gameplay, what is important is the ability for the rope to wrap around the environment and then subsequently unwrap. It doesn't even have to behave like rope - a "wire" made up of straight line segments would do. Here's an illustration: This is very similar to the "Ninja Rope" from the game Worms. Because I'm using a 2D physics engine - my environment is made up of 2D convex polygons. (Specifically I am using SAT in Farseer.) So my question is this: How would you implement the "wrapping" effect? It seems pretty obvious that the wire will be made up of a series of line segments that "split" and "join". And the final (active) segment of that line, where the moving object attaches, will be a fixed-length joint. But what is the maths / algorithm involved for determining when and where the active line segment needs to be split? And when it needs to be joined with the previous segment? (Previously this question also asked about doing this for a dynamic environment - I've decided to split that off into other questions.)

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

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  • Search Engine Optimization - The Importance of Page Optimization in Search Engine Optimization

    In order for your website to rank well, your internal linking structure is critical to your success. This is covered some of the theory for this in various articles and blogs about Page Structure of a website, which said how you should map out the physical linking structure, but in this guide I will explain more about the importance of interlinking your pages, while using your targeted keyword in your anchor text.

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  • Which Game Engine to Use for an Angry Bird style game? [JAVA] [on hold]

    - by Arch1tect
    Our team is building an Angry Bird Style game, and we have only about ten days. The game is a little more complex than Angry Bird because there are two players, they each have a castle with pigs to protect(not destroy:)). And the goal is to destroy the other player's pigs. I wonder what Game Engine would help us finish this game most efficiently. We at least need a physics engine but I guess game engine is more helpful since it usually includes physics engine. Correct me if I'm wrong. (So I'm wondering which game engine I should use, if it's just physics engine, I'll use box2d) Networking may or may not be added later depend on time we have. Thanks in advance for any advice! EDIT: image looks small, I'll add one:

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Google Search Engine Optimization - The 3 Step Process to Search Engine Domination

    Would you like more targeted traffic to your website? Would you like to know how to get a stream of profitable customers visiting your site for keywords people are actually searching for? Are you overwhelmed by the complexity of SEO? If you answered yes to any of these questions then the easy 3 step Strategy to Google domination is exactly what you are looking for. In this article I reveal the 3 simple tactics for consistent top ten rankings.

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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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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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Egine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Client/Server Application Using Google App Engine

    - by Kevin Zhang
    Can someone please advise me what is the possible solution of using GAE to make a Client/Serer Application? As far as I know, GAE is designed to do web applications. What I want to do is to have a Java Client(Swing based) deployed on a number of computers and deploy the server on GAE. I found an example on GAE website which teaches how to make a SOAP service using GAE, but I don't know whether using SOAP is a good idea for client/server applications. Can someone give me some hints about how to design this system and what technology should be used? Any advices are welcome. Many thanks.

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  • Does your company name in an article title damage Search Engine relevance

    - by user492681
    I've been wondering about this for a while but never come across a solid answer. Many websites include their name in all the title tags of their articles. This is often apparent in word-press blogs etc. eg: Tsunami hits Japan and leaves thousands homeless | My Website Name The issue I have is that Search engines strip the stop words out of this sentence to leave the words in which it compares to the body text. So if I want my article to rank well and be relevant, in this case about the terrible Tsunami that has recently struck Japan what is to STOP the MY WEBSITE NAME section of the title de-valuing the relevance of the article. Am I over-worrying? Or should I take this in to consideration? Thanks for advice in advance.

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  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The reasoning was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

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  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

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