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  • Broad topics needed for teaching game development

    - by livingtech
    I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is meant to be an introduction. My question is, what broad topics are needed to understand game development? I acknowledge that this is fairly subjective, but I really am hoping for a comprehensive list of high-level topics that apply to a broad enough swath of games that anyone interested in the topic SHOULD know about them. I would be ecstatic with some pointers to any resources that attempt to make a list such as this this. (I have looked, but my google-fu is failing me tonight.) Here's what I have so far: The Game Loop a sub-note about event driven games 2D Animation sprites/texture maps 3D Animation importance of frameworks modeling software Particles and particle effects hit detection AI Obviously I will not be covering all these topics with any depth, more like simply defining them so that after my talk, the audience will (hopefully) be able to wrap their heads around how any given game might be developed. What am I missing?

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  • Use of Service Bus in a Pub-Sub Engine

    - by JoseK
    In one of our projects, we've built a Publisher - Subscriber Engine on Oracle Service Bus. The functionality being a series of events are published and subscribers (JMS queues) receive these whenever a new event is published. We are facing some technical issues now, performance-wise and hence an architectural review is underway. Now for my questions: Architecturally the ESB has to publish events into a DB and read from the DB which users wish to be notified, then push the event onto their respective queues. There is a high amount of DB interaction and the question is whether ESB should be having such high amount of interaction with the DB in the first place? Or should there have been some alternate component responsible for doing this. Alternately is there any non-DB approach in which we can store the events and subscribers? Where else can this application data be held within the ESB context?

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • What tools, libraries, or framework is needed to create a completely offline Javascript application?

    - by makerofthings7
    I am interested in creating a HTML application that can run as disconnected from the server as possible. Two examples of this include OWA in Exchange 2013 and to a lesser extent and the client available at www.ripple.com With the focus on OWA in Exchange 2013, what is needed to replicate the offline functionality available in a different application? A list technologies, frameworks, etc would be immensely helpful

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  • Programming is easy, Designing is hard

    - by Rachel
    I work as Programmer and I feel if design documents are properly in place and requirements are clearly specified than programming is not that difficult but when I think in terms of Designing a Software than it gives chills to me and I think its a very difficult part. I want to develop my Design Skills so, How should I go about it ? Are there any books, blogs, websites or other approaches that SO community can suggest ? Update: By Design I meant Design of overall Application or particular problem at hand and not UI Design.

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  • Multiple sites with the same codebase in Python

    - by Jimmy
    I am trying to run a large amount of sites which share about 90% of their code. They are simply designed to query an API and return the results. They will have a common userbase / database but will be configured slightly different and will have different CSS (perhaps even different templating). My initial idea was to run them as separate applications with a common library but I have read about the sites framework which would allow them to run from a single instance of Django which may help to reduce memory usage. https://docs.djangoproject.com/en/dev/ref/contrib/sites/ Is the site framework the right approach to a problem like this, and does it have real benefits over running separate applications? Initially I thought it was, but now I think otherwise. I have heard the following: Your SITE_ID is set in settings.py, so in order to have multiple sites, you need multiple settings.py configurations, which means multiple distinct processes/instances. You can of course share the code base between them, but each site will need a dedicated worker / WSGIDaemon to serve the site. This effectively removes any benefit of running multiple sites under one hood, if each site needs a UWSGI instance running. Alternative ideas of systems: https://github.com/iivvoo/django_layers https://github.com/shestera/django-multisite I don't know what route to be taking with this.

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • Distributing an Android game with plugins via the market

    - by Peter Serwylo
    I'm new to Android development, and was wondering how the following could be achieved within the confines of the Android market as a distribution channel: One main application, which handles the main menu, networking, high scores, etc. Several games which can be launched from the main menu, which all work within the same eco system. The main application is not just a pseudo launcher for other games, these different games will share high scores and other achievements/preferences. In a traditional package management system such as apt, pacman or yum, this could be handled quite happily through dependencies. This does not appear to be possible via the Android market. The closest I've seen is when apps scan to check if the required app is installed, and if not, launches the market and asks the user to download the app. This sounds like a very messy solution. It also begs the question, would they download the game (plugin) first, which then downloads the main shell application? Or would they download the main shell application, and when they navigate to a menu item which says "Play game", then it scans for any installed games, and if none exist, redirects to the market? Also, I'm not even sure if it is possible to dig up the package from another application on the device, and start invoking classes from within (e.g. when you want to launch the game (plugin)) A final option is just to have a 3rd component which is a .jar that each game includes, which effectively contains the entire shell application. Then each game would appear to have the same menu, but it would become a nightmare as soon as you want to update the menu component and have to re-release each game. It would be especially worse if other people released games (plugins) based on the same framework and didn't update them. Is there any other options which I haven't thought of? Has anyone else solved this or seen a solution in any apps they've installed (doesn't have to be games)? cheers.

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  • Design Patterns and their most common uses for them [closed]

    - by cable729
    Possible Duplicate: What are some programming design patterns that are useful in game development? As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had before. So now I'm looking at design patterns that I can use for my next project. One design pattern that I've seen a lot is the 'composition method,' which uses actors and components. Is that the right name for it? I'd like to look more at this and see what the advantages/pitfalls are. So what design patterns are out there, and what are the advantages/disadvantages to them?

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  • Should I incorporate exit cost into choosing a solution

    - by Mr Happy
    I'm currently choosing between two viable software designs/solutions. Solution 1 is easy to implement, but will lock some data in a propriaty format, and will be hard to change later. Solution 2 is hard to implement, but will be a lot easier to change later on. Should I go YAGNI on this or should I incorporate the exit cost in the decision making? Or asked differently, is the exit cost part of the TCO? I'm thinking of going back to the customer with this to ask wether or not he thinks the exit costs are relevant, but I'd like to know what the community thinks first. P.S. Is exit cost the correct term?

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  • How to manage security of these self hosted web apis, to ensure that the request coming for accessing data is authenticated?

    - by Husrat Mehmood
    Let's pretend I am going to work on an enterprise application. Say I have 11 modules in the application and I would have to develop Dashboards for every role in the organization for whom I are going to develop application. We Decided to use Asp.Net Web Api and return json data from our apis. We are going to include 11 Self hosted web apis projects in our application (one self hosted web api) for every module. All 11 modules are connected to one Sql server 2012 Database. Then once api is ready we would have to create Business Dashboards (Based upon roles in Organization). So Now my web api client is Asp.Net Mvc application.Asp.Net mvc will consume those web apis. Here is the part for whom all explanation is done. How should I manage Security of all 11 self hosted web apis? How should I only authenticated request is coming? If I authenticate user by login and password and then redirect user to appropriate Dashboard designed for the role that user have and load data by consuming web apis. How should I ensure that the request coming for accessing data is authenticated?

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • Relationship between Repository and Unit of Work

    - by NullOrEmpty
    I am going to implement a repository, and I would like to use the UOW pattern since the consumer of the repository could do several operations, and I want to commit them at once. After read several articles about the matter, I still don't get how to relate this two elements, depending on the article it is being done in a way u other. Sometimes the UOW is something internal to the repository: public class Repository { UnitOfWork _uow; public Repository() { _uow = IoC.Get<UnitOfWork>(); } public void Save(Entity e) { _uow.Track(e); } public void SubmittChanges() { SaveInStorage(_uow.GetChanges()); } } And sometimes it is external: public class Repository { public void Save(Entity e, UnitOfWork uow) { uow.Track(e); } public void SubmittChanges(UnitOfWork uow) { SaveInStorage(uow.GetChanges()); } } Other times, is the UOW whom references the Repository public class UnitOfWork { Repository _repository; public UnitOfWork(Repository repository) { _repository = repository; } public void Save(Entity e) { this.Track(e); } public void SubmittChanges() { _repository.Save(this.GetChanges()); } } How are these two elements related? UOW tracks the elements that needs be changed, and repository contains the logic to persist those changes, but... who call who? Does the last make more sense? Also, who manages the connection? If several operations have to be done in the repository, I think using the same connection and even transaction is more sound, so maybe put the connection object inside the UOW and this one inside the repository makes sense as well. Cheers

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  • How do I create my own programming language and a compiler for it

    - by Dave
    I am thorough with programming and have come across languages including BASIC, FORTRAN, COBOL, LISP, LOGO, Java, C++, C, MATLAB, Mathematica, Python, Ruby, Perl, JavaScript, Assembly and so on. I can't understand how people create programming languages and devise compilers for it. I also couldn't understand how people create OS like Windows, Mac, UNIX, DOS and so on. The other thing that is mysterious to me is how people create libraries like OpenGL, OpenCL, OpenCV, Cocoa, MFC and so on. The last thing I am unable to figure out is how scientists devise an assembly language and an assembler for a microprocessor. I would really like to learn all of these stuff and I am 15 years old. I always wanted to be a computer scientist someone like Babbage, Turing, Shannon, or Dennis Ritchie. I have already read Aho's Compiler Design and Tanenbaum's OS concepts book and they all only discuss concepts and code in a high level. They don't go into the details and nuances and how to devise a compiler or operating system. I want a concrete understanding so that I can create one myself and not just an understanding of what a thread, semaphore, process, or parsing is. I asked my brother about all this. He is a SB student in EECS at MIT and hasn't got a clue of how to actually create all these stuff in the real world. All he knows is just an understanding of Compiler Design and OS concepts like the ones that you guys have mentioned (i.e. like Thread, Synchronization, Concurrency, memory management, Lexical Analysis, Intermediate code generation and so on)

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  • Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

    - by Coyote
    I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with 3 arrays: pointers to components pointers to sub entities communication subscribers (temporary implementation) Now when an entity is built it has a few components as you might expect and also I can attach sub entities which are handled with some dedicated code in the Entity and Component classes. I noticed sub entities are sharing data in 3 parts: position: the sub entities are using the parent's position and their own as an offset. scrips: sub entities are draining ammo and energy from the parent. physics: sub entities add weight to the parent I made this to quickly go forward, but as I'm slowly fixing current implementations I wonder if this wasn't a mistake. Is my current implementation something commonly done? Will this implementation put me in a corner? I thought it might be a better thing to create some sort of SubEntityComponent where sub entities are attached and handled. But before changing anything I wanted to seek the community's wisdom.

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • iOS chat application design, sending/relaying the message over to the end user

    - by AyBayBay
    I have a design question. Let us say you were tasked with building a chat application, specifically for iOS (iOS Chat Application). For simplicity let us say you can only chat with one person at a time (no group chat functionality). How then can you achieve sending a message directly to an end user from phone A to phone B? Obviously there is a web service layer with some API calls. One of the API calls available will be startChat(). After starting a chat, when you send a message, you make another async call, let us call it sendMessage() and pass in a string with your message. Once it goes to the web service layer, the message gets stored in a database. Here is where I am currently stuck. After the message gets sent to the web service layer, how do we then achieve sending/relaying the message over to the end user? Should the web server send out a message to the end user and notify them, or should each client call a receiveMessage() method periodically, and if the server side has some info for them it can then respond with that info? Finally, how can we handle the case in which the user you are trying to send a message to is offline? How can we make sure the end user gets the packet when he moves back to an area with signal?

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  • What is the most effective way to add functionality to unfamiliar, structurally unsound code?

    - by Coder
    This is probably something everyone has to face during the development sooner or later. You have an existing code written by someone else, and you have to extend it to work under new requirements. Sometimes it's simple, but sometimes the modules have medium to high coupling and medium to low cohesion, so the moment you start touching anything, everything breaks. And you don't feel that it's fixed correctly when you get the new and old scenarios working again. One approach would be to write tests, but in reality, in all cases I've seen, that was pretty much impossible (reliance on GUI, missing specifications, threading, complex dependencies and hierarchies, deadlines, etc). So everything sort of falls back to good ol' cowboy coding approach. But I refuse to believe there is no other systematic way that would make everything easier. Does anyone know a better approach, or the name of the methodology that should be used in such cases?

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  • Using an actor model versus a producer-consumer model?

    - by hewhocutsdown
    I'm doing some early-stage research towards architecting a new software application. Concurrency and multithreading will likely play a significant part, so I've been reading up on the various topics. The producer-consumer model, at least how it is expressed in Java, has some surface similarities but appears to be deeply dissimilar to the actor model in use with languages such as Erlang and Scala. I'm having trouble finding any good comparative data, or specific reasons to use or avoid the one or the other. Is the actor model even possible with Java or C#, or do you have do use one of the languages built for the purpose? Is there a third way?

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Multiplayer game communication framework for mac/ios

    - by ishaq
    (Cross post from stackoverflow) I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer communication. Please note that I cannot use central severs e.g. SmartFox, RedDwarf, etc since I want the players to "host" games for others and be able to play it on their LAN, VPN or my own servers. Any pointers? I checked lidgren but it's for .NET only and hence not an option for me. EDIT: just in case it wasn't clear, the messaging has to be real time hence it's probably going to be over UDP

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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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  • Music Rhythm Game Difficulty Question

    - by David Dimalanta
    I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific pattern depending on the music and the difficulty? I have observed the Guitar Hero 3 game for the game console where the difficulty is set on the number of strings used and possible number of combo (e.g. two-string combo). Compared to the Tap Tap Revenge for the Android and iPhone, the difficulty based on the number of BPM (Beat per Minute), meaning, number of targets spawn and must be hit.

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  • Ensuring non conflicting components in a modular system

    - by Hailwood
    So lets say we are creating a simple "modular system" framework. The bare bones might be the user management. But we want things like the Page Manager, the Blog, the Image Gallery to all be "optional" components. So a developer could install the Page Manager to allow their client to add a static home page and about page with content they can easily edit with a wysiwyg editor. The developer could then also install the Blog component to allow the client to add blog entries. The developer could then also install the Gallery component to allow the client to show off a bunch of images. The thing is, all these components are designed to be independent, so how do we go about ensuring they don't clash? E.g. ensuring the client doesn't create a /gallery page with the Page Manager and then wonder why the gallery stopped working, or the same issue with the Blog component, assuming we allow the users to customize the URL structure of the blog (because remember, the Page Manager doesn't necessarily have to be there, so we might not wan't our blog posts to be Date/Title formatted), likewise our clients aren't always going to be happy to have their pages under pages/title formatting. My core question here is, when building a modular system how to we ensure that the modules don't conflict without restricting functionality? Do we just leave it up to the clients/developer using the modules to ensure they get setup in a way that does not conflict?

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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