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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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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 motivation 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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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • engine for responsive gameplay

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • How does Google App Engine remote_api work

    - by EasilyBaffled
    As I understand it, and I may be wrong, but GAE's remote_api allows one application to access another application's datastore. I'll be blunt I don't understand how this works. I have read the article that everyone likes to point to, but I still don't understand how you can link two applications. Can someone explain it to me, perhaps with a small example or just point me to a tutorial that does this?

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

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  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • What is the best plan to handle server fault for google app engine [closed]

    - by lucemia
    I used google-appengine without preparing much backup plans before, but it looks like not a good idea anymore.... Since google app engine is quite hard to find a backup replacement, I plan to just add a "server error" page which will show while server fault. Currently I am thinking to: Use the cdn cloudfare in front of google app engine. It will also handle the NAME server for me. Prepare some static version of webpages (such as "Oops! the server fault") in another hosting platform While google app engine failed, I will switch the destination from google app engine to the static page by change the CNAME records on cloudfare. Is there any other recommand way to solve this situation?

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  • Thread locking issue with FileHelpers between calling engine.ReadNext() method and readign engine.Li

    - by Rad
    I use producer/consumer pattern with FileHelpers library to import data from one file (which can be huge) using multiple threads. Each thread is supposed to import a chunk of that file and I would like to use LineNumber property of the FileHelperAsyncEngine instance that is reading the file as primary key for imported rows. FileHelperAsyncEngine internally has an IEnumerator IEnumerable.GetEnumerator(); which is iterated over using engine.ReadNext() method. That internally sets LineNumber property (which seems is not thread safe). Consumers will have Producers assiciated with them that will supply DataTables to Consumers which will consume them via SqlBulkLoad class which will use IDataReader implementation which will iterate over a collection of DataTables which are internal to a Consumer instance. Each instance of will have one SqlBulkCopy instance associate with it. I have thread locking issue. Below is how I create multiple Producer threads. I start each thread afterwords. Produce method on a producer instance will be called determining which chunk of input file will be processed. It seems that engine.LineNumber is not thread safe and I doesn't import a proper LineNumber in the database. It seems that by the time engine.LineNumber is read some other thread called engine.ReadNext() and changed engine.LineNumber property. I don't want to lock the loop that is supposed to process a chunk of input file because I loose parallelism. How to reorganize the code to solve this threading issue? Thanks Rad for (int i = 0; i < numberOfProducerThreads; i++) DataConsumer consumer = dataConsumers[i]; //create a new producer DataProducer producer = new DataProducer(); //consumer has already being created consumer.Subscribe(producer); FileHelperAsyncEngine orderDetailEngine = new FileHelperAsyncEngine(recordType); orderDetailEngine.Options.RecordCondition.Condition = RecordCondition.ExcludeIfBegins; orderDetailEngine.Options.RecordCondition.Selector = STR_ORDR; int skipLines = i * numberOfBufferTablesToProcess * DataBuffer.MaxBufferRowCount; Thread newThread = new Thread(() => { producer.Produce(consumer, inputFilePath, lineNumberFieldName, dict, orderDetailEngine, skipLines, numberOfBufferTablesToProcess); consumer.SetEndOfData(producer); }); producerThreads.Add(newThread); thread.Start();} public void Produce(DataConsumer consumer, string inputFilePath, string lineNumberFieldName, Dictionary<string, object> dict, FileHelperAsyncEngine engine, int skipLines, int numberOfBufferTablesToProcess) { lock (this) { engine.Options.IgnoreFirstLines = skipLines; engine.BeginReadFile(inputFilePath); } int rowCount = 1; DataTable buffer = consumer.BufferDataTable; while (engine.ReadNext() != null) { lock (this) { dict[lineNumberFieldName] = engine.LineNumber; buffer.Rows.Add(ObjectFieldsDataRowMapper.MapObjectFieldsToDataRow(engine.LastRecord, dict, buffer)); if (rowCount % DataBuffer.MaxBufferRowCount == 0) { consumer.AddBufferDataTable(buffer); buffer = consumer.BufferDataTable; } if (rowCount % (numberOfBufferTablesToProcess * DataBuffer.MaxBufferRowCount) == 0) { break; } rowCount++; } } if (buffer.Rows.Count > 0) { consumer.AddBufferDataTable(buffer); } engine.Close(); }

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  • How does one escape the GPL?

    - by tehtros
    DISCLAIMER I don't pretend to know anything about licensing. In fact, everything I say below may be completely false! Backstory: Recently, I've been looking for a decent game engine, and I think I've found one that I really like, Cafu Engine. However, they have a dual licensing plan, where everything you make with the engine is forced under GPL, unless you pay for a commercial license. I'm not saying that it's a bad engine, they even say that they are very relaxed about the licensing fees. However, the fact that it even involves the GPL scares me. So my question is basicly, how does one escape the GPL. Here's an example: The id Tech engine, also known as the Quake engine, or the Doom engine, was the base for the popular Source engine. However, the id Tech engine has been released under the GPL, and the Source engine is proprietary. Did Valve get a different license? Or did they do something to escape the GPL? Is there a way to escape the GPL? Or, if you use GPL'd source code as a base for another project, are you forced to use the GPL, and make your source code available to the world. Could some random person take the id Tech engine, modify it past the point of recognition, then use it as a proprietary engine for commercial products? Or are they required to make it open source. One last thing, I generally have no problem what-so-ever with open source. However I feel that open source has it's place, but that is not in the bushiness world.

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  • Pros & Cons of Google App Engine

    - by Rishi
    Pros & Cons of Google App Engine [An Updated List 21st Aug 09] Help me Compile a List of all the Advantages & Disadvantages of Building an Application on the Google App Engine Pros: 1) No Need to buy Servers or Server Space (no maintenance). 2) Makes solving the problem of scaling much easier. Cons: 1) Locked into Google App Engine ?? 2)Developers have read-only access to the filesystem on App Engine. 3)App Engine can only execute code called from an HTTP request (except for scheduled background tasks). 4)Users may upload arbitrary Python modules, but only if they are pure-Python; C and Pyrex modules are not supported. 5)App Engine limits the maximum rows returned from an entity get to 1000 rows per Datastore call. 6)Java applications may only use a subset (The JRE Class White List) of the classes from the JRE standard edition. 7)Java applications cannot create new threads. Known Issues!! http://code.google.com/p/googleappengine/issues/list Hard limits Apps per developer - 10 Time per request - 30 sec Files per app - 3,000 HTTP response size - 10 MB Datastore item size - 1 MB Application code size - 150 MB Pro or Con? App Engine's infrastructure removes many of the system administration and development challenges of building applications to scale to millions of hits. Google handles deploying code to a cluster, monitoring, failover, and launching application instances as necessary. While other services let users install and configure nearly any *NIX compatible software, App Engine requires developers to use Python or Java as the programming language and a limited set of APIs. Current APIs allow storing and retrieving data from a BigTable non-relational database; making HTTP requests; sending e-mail; manipulating images; and caching. Most existing Web applications can't run on App Engine without modification, because they require a relational database.

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  • pluto or jetspeed on google app engine?

    - by Patrick Cornelissen
    I am trying to build something "portlet server"-ish on the google app engine. (as open source) I'd like to use the JSR168/286 standards, but I think that the restrictions of the app engine will make it somewhere between tricky and impossible. Has anyone tried to run jetspeed or an application that uses pluto internally on the google app engine? Based on my current knowledge of portlets and the google app engine I'm anticipating these problems: A war file with portlets is from the deployment standpoint more or less a complete webapp (yes, I know that it doesn't really work without a portal server). The war file may contain it's own web.xml etc. This makes deployment on the app engine rather difficult, because the apps are not visible to each other, so all portlet containing archives need to be included in the war file of the deployed "app engine based portal server". The "portlets" are (at least in liferay) started as permanent servlet processes, based on their portlet.xmls and web.xmls which is located in the same spot for every portlet archive that is loaded. I think this may be problematic in the app engine, because everything is in one big "web app", so it may be tricky to access the portlet.xmls from each archive. This prevents a 100% compatibility in my opinion. Is here anyone who has any experience with the combination of portlets and the app engine? Do you think it's feasible to modify jetspeed, pluto or any other portlet container to be able to run it on the app engine?

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  • Netbean Cannot update Google App Engine server to appengine-java-sdk-1.3.2

    - by sy
    I am using Netbean 6.7.1 I just update my google app engine plugin in netbean with Netbean auto update. I found out there is new app engine SDK. So i want to update my google app engine server to point to appengine-java-sdk-1.3.2 After I download appengine-java-sdk-1.3.2.zip. I unzip it. Then at Netbean: I already have a Google App Engine server under Services - Server. I can't find anyway to point it to the newly installed sdk folder. So I deleted the existing "Google App Engine" server & try to add a new one. Server - Add Server - Google App Engine - at "Installation Location", I point it to google app engine folder, which is "C:\appengine-java-sdk-1.3.2", it show this message at bottom "C:\appengine-java-sdk-1.3.2" & don't allow me to continue. May I know how to solve this? thanks!

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • What are the pros/cons of using a 3d engine for 2d games?

    - by mrohlf
    What pros or cons should a beginner be aware of when deciding between a 2d game engine (like Slick2D/Flixel/FlashPunk) and a 3d engine (like Unity) for 2d game development? I am just getting started in indie game development, though I have dabbled a bit with Game Maker, Flash, and XNA in the past. I've heard a lot of positive things about Unity, and its cross-platform nature makes it appealing, but as I understand, it's a 3d engine at its core. For a strictly 2d game, are there any compelling reasons to work with a 3d engine like Unity? Or would it just add unneeded complexity to my initial learning experience?

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  • Installation of Access Database Engine 32-bit Fails

    - by Rayzor78
    I am trying to install Access Database Engine 2007 32-bit. The splash screen comes up, you click "Next", then it fails with the error: Installation ended prematurely because of an error You click "OK" and another error window says: The installation of the package failed. The exact same situation happens when I try this with Access Database Engine 2010 32-bit. This production server is running Windows Server 2008 R2 SP1 64-bit. Before I tried installing Access Database Engine 32-bit, I first needed to install Microsoft Office 2010 Pro (Excel and Office Tools only). I tried the 32-bit version on the production server since that is how I set it up in our Dev environment. No luck. The 32-bit version would not install. I did NOT get the error "You have 64-bit components of Office installed". I simply received the exact same two errors listed above. So, I knew that 32-bit/64-bit did not really matter for the Office install for my project, so I installed 64-bit of Office Pro 2010 (Excel and Office Tools only) with no problems. I have a requirement that I need to have the 32-bit version of the Access Database Engine installed. 2007 or 2010, doesn't matter. I cannot use the 64-bit version of Access Database Engine 2010 because my SSIS package will not work with it. I require the 32-bit version. I've tried several steps to try to get it installed. I seriously think that the production server has some aversion to installing 32-bit applications. Here's what I've tried: Tried installing via command line with the "/passive" switch....no luck. Tried numerous iterations to copy the install file to the server (downloaded a fresh copy directly to the server, downloaded a fresh copy to my local machine then copied it over, copied it over zipped up) (http://social.msdn.microsoft.com/Forums/en-US/sqldataaccess/thread/efd3c1f0-07cd-45ca-a626-2dd0c7ac3e9f). Tried Method 1 from this link. Could not try Method 2 because it requires a server reboot and in my environment that requires a long change management process. I've verified that I am a local administrator on the server. (Evidence, I am able to install other applications (office 64-bit per above)). Verified that there are no other office products that should be blocking the installation. The fore-mentioned install of Excel 2010 64-bit was the first Office product installed on the server. VERY ODD: To test my theory that the production server does not like 32-bit applications, I installed something lightweight. I installed 7-Zip 32-bit on the production server with no problems whatsoever. Here are some things that I have not tried (i will follow-up once I do): Method 2 (as mentioned above). Requires a server reboot. Have not verified that the Dev and Production environments are 100% identical. I've done a cursory check and on the surface they appear to be the same (same OS and SP version). I need to do a deeper dive to be 100% certain. I had no problems in my Dev environment. In Dev, I installed Office 2010 Pro 64-bit (Excel & Office Tools only) then via command line w/ the "/passive" switch, installed Access Database Engine 2010 32-bit. I don't know what else to try. Any suggestions or comments?

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  • Port a live system from App Engine Helper to App Engine Patch

    - by Alexander
    I am running a live system that is currently serving about 20K pages a day which is based on App Engine Helper (Python) with session support provided by AppEngine utilities. One problem that I have been having is that sessions are occasionally randomly logging out. I would like to try using the App Engine Patch, since it has "native" django session support, but I am worried that this is possibly going to be like doing a brain transplant. Specifically, current database models are all inhereted from BaseModel provided by the App Engine Helper. While, App Engine Patch does not have this inheritance. Does anyone know if it is possible to migrate a live system from App Engine Helper to App Engine Patch? If so, do you have any advice or warnings that I should heed, before attempting this transition? Thank you and kind regards Alex

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  • Rails Full Engine using a Full Engine

    - by SirLenz0rlot
    I've got this full rails engine Foo with functionality X. I want to make another engine, engine Bar, that is pretty much the same, but override funcitonality x with y. (it basically does the same, but a few controller actions and views are differently implemented). (I might split this later in several mountable engines, but for now, this will be the setup: project Baz, using engine Bar, which uses engine Foo) I would like to know if there are any pitfalls. It doesn't seem like a pattern that is often used? Anybody else using this 'some sort of engine inheritance'?

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