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  • game programming career, vc++ reference and future of it [closed]

    - by Pappu Bacha
    1) I have quite a lot of interest in game programming and I (to my thought) am quite good at programming skills, I have developed some console based animations and text based animation games (like copter-it, snake, and a music visualization), should I invest in game programming? I have 2 years at college left. 2) If I am to pursue a career in game programming, and I select to go only with c++ and DirectX, is it enough? is assembly language necessary? 3) is Visual C++ or MFC dead? should I invest in it or not? 4) I am unable to find any reference book for Visual C++ 2008 or later (just like C++ the complete reference book) I need a book that covers the basic fundamentals and covers the most of the libraries etc.

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  • How should game objects with fixed positions in the world be positioned?

    - by mars
    I have some game objects that are always at the same position in my game world as they make up some of the scenery of my puzzle game. At the moment, their positions are sort of hard coded in and some of their positions are calculated relative to the hard coded positions of other objects at the time of game initialization. This has been hard to maintain because whenever I've decided to change the position of these scenery objects as the game design evolved, I have to go and rewrite parts of the code that place the created objects and calculate their positions in the world. Is there a more maintainable way of handling the positioning of fixed game objects?

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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  • Java game applet development

    - by RomZes
    I'm getting 4 sec delay when sending objects over UDP. Working on small game and trying to implement multiplayer. For now just trying to synchronize movements of 2 balls on the screen. StartingPoint.java is my server(first player), that receiving serialized objects (coordinates). SecondPlayer.java is client that sending serialized objects to server. When I'm moving my first object it appears 4 seconds later on different screen. StartingPoint.java @Override public void run() { byte[] receiveData = new byte[256]; byte[] sendData = new byte[256]; // DatagramSocket socketS; try { socket = new DatagramSocket(5000); System.out.println("Socket created on "+ port + " port"); } catch (SocketException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } while(true){ b1.update(this); b3.update(); System.out.println("Starting server..."); //// Receiving and deserializing object try { //socket.setSoTimeout(1000); DatagramPacket packet = new DatagramPacket(buf, buf.length); socket.receive(packet); byte[] data = packet.getData(); ByteArrayInputStream in = new ByteArrayInputStream(data); ObjectInputStream is = new ObjectInputStream(in); // socket.setSoTimeout(300); b1 = (Ball) is.readObject(); } catch (IOException | ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } repaint(); try { Thread.sleep(17); } catch (InterruptedException e) { e.printStackTrace(); } SecondPlayer.java @Override public void run() { while(true){ b.update(); networkSend(); repaint(); try { Thread.sleep(17); } catch (InterruptedException e) { e.printStackTrace(); } } public void networkSend(){ // Serialize to a byte array try { ByteArrayOutputStream bStream = new ByteArrayOutputStream(); ObjectOutputStream oo; oo = new ObjectOutputStream(bStream); oo.writeObject(b); oo.flush(); oo.close(); byte[] bufCar = bStream.toByteArray(); //socket = new DatagramSocket(); //socket.setSoTimeout(1000); InetAddress address = InetAddress.getByName("localhost"); DatagramPacket packet = new DatagramPacket(bufCar, bufCar.length, address, port); socket.send(packet); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); }

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  • XSLT: moving a grouping html elements into section levels

    - by Jeff
    Hello there, I'm trying to write an XSLT that organizes an HTML file into different section levels depending on the header level. Here is my input: <html> <head> <title></title> </head> <body> <h1>HEADER 1 CONTENT</h1> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> <h2>Header 2 CONTENT</h2> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> </body> </html> I'm working with a fairly simple structure at the moment so this pattern will be constant for the time-being. I need an output like this... <document> <section level="1"> <header1>Header 1 CONTENT</header1> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> <section level="2"> <header2>Header 2 CONTENT</header2> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> </section> </section> </document> I had been working with this example: Stackoverflow Answer However, I cannot get it to do exactly what I need. I'm using Saxon 9 to run the xslt within Oxygen for dev. I'll be using a cmd/bat file in production. Still Saxon 9. I'd like to handle up to 4 nested section levels if possible. Any help is much appreciated! I need to append onto this as I've encountered another stipulation. I probably should have thought of this before. I'm encountering the following code sample <html> <head> <title></title> </head> <body> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> <h1>Header 2 CONTENT</h1> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> </body> </html> As you can see, the <p> is a child of <body> while in my first snippet, <p> was always a child of a header level. My desired result is the same as above except that when I encounter <p> as a child of <body>, it should be wrapped in <section level="1">. <document> <section level="1"> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> <p>Level 1 para</p> </section> <section level="1"> <header1>Header 2 CONTENT</header1> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> <p>Level 2 para</p> </section> </document>

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  • Software for "High-level" source code (C++) Management

    - by Korchkidu
    after a lot of small-medium projects, I have a lot of libraries and test programs here and there. Also, I must admit that some of the "best practices" I learnt are not that "good" IMHO. In particular, documenting your code and making a "high-level" documentation is not useful in practice: High-level documentation are not maintain up to date = I prefer to read the source code directly; Browsing generated developer documentation is a pain (IMHO) = I prefer to read the source code directly. For that reason, I am looking for a tool who could help me organize all my source code directories in a more "readable manner". What I need is a tool which: Maintains an UML diagram from C++ source code. I don't need source code generation from UML; USE CASE: I am in this super-tool, I notice a design issue, I change the source code, when I get back, the UML diagram is updated; Maintains easily browsable call graphs; Lists references to methods, variables, etc. For example, when I want to see where/when a method is called; Helps writing pseudo-code from C++; Embeds a nice C++ source code browser; Is Open Source would be great; Works at least on Win7. The focus of this tool should be to browse source code to understand what's going on. For example, when you have a newcomer and you need him to go through source code. Do you know any great tool? Thanks in advance. PS: please do not answer doxygen (great tool however).

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  • SQL SERVER – Fix: Error: Compatibility Level Drop Down is Empty

    - by Pinal Dave
    I currently have SQL Server 2012 and SQL Server 2014 both installed on the same machine. My job requires me to travel a lot and I like to travel light. Hence, I have only one computer with all the software installed in it. I can install Virtual Machines but as I was able to install SQL Server 2012 and SQL Server 2014 side by side, I just went ahead with that option. Now one day when I opened up my SQL Server 2014 and went to the properties of the my database, I realized that the dropdown box for Compatibility level is empty. I just can’t select anything there or see what is the current Compatibility level of the database. This was the first time for me so I was bit confused and I tried to search online. Upon searching online I realize that if I was not the first, there are very few questions on this subject on various forums as well as there is no convincing answer to this problem online. That means, I was pretty much first one to face this error. See the image of the situation I was facing. Now I decided to resolve this issue as soon as I can. I spent a few minutes here and there and realize my mistake. I had connected to SQL Server 2014 instance from SQL Server 2012 Management Studio. Hence, I was not able to see any compatibility related settings. Once I connected to SQL Server 2014 instance with SQL Server 2014 Management Studio – this issue was resolved. Well, simple things sometimes keep us very busy. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Error Messages, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • June 22-24, 2010 in London City Level 400 SQL Server Performance Monitoring & Tuning Workshop

    - by sqlworkshops
    We are organizing the “3 Day Level 400 SQL Server Performance Monitoring & Tuning Workshop” for the 1st time in London City during June 22-24, 2010.Agenda is located @ www.sqlworkshops.com/workshops & you can register @ www.sqlworkshops.com/ruk. Charges: £ 1800 (5% discount for those who register before 21st May, £ 1710).In this 3 Day Level 400 hands-on workshop, unlike short SQLBits sessions, we go deeper on the tuning topics. Not sure if this will be a good use of your time & money? Watch our webcasts @ www.sqlworkshops.com/webcasts.We are trying to balance these commercial offerings with our free community contributions. Financially: These workshops are essential for us to stay in business!Feedback from Finland workshop posted by Jukka, Wärtsilä Oyj on February 23, 2010 to the LinkedIn SQL Server User Group Finland (more feedbacks @ www.sqlworkshops.com/feedbacks):Just want to start this thread and give some feedback on the Workshop that I attended last week at Microsoft.Three days in a row, deep dive into the query optimization and performance monitoring :-) I must say, that the SQL guru Ramesh has all the tricks up in his sleeves.The workshop was very helpful and what's most important: no slide show marathon: samples after samples explained very clearly and with our own class room SQL servers we can try the same stuff while Ramesh typed his own samples.If the workshop will be rearranged, I can most willingly recommend it to anyone who wants to know what's "under the hood" of SQL Server 2008.Once again, thank you Microsoft and Ramesh to make this happen. May the force be with us all :-)Hope to see you @ the Workshop. Feel free to pass on this information to your SQL Server colleagues.-ramesh-www.sqlbits.com/speakers/r_meyyappan/default.aspx

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  • Merging multiple top-level domains into a single domain

    - by user23089
    My client had multiple top-level-domains. Each one represented an insurance program within a specific vertical. For all the sites at these alternate domains, there was a 30/70 mix of duplicate vs. original content. Some of the alternate domains ranked very well for their target keyphrase groups, where others were absent in results pages. We advised the client to merge multiple domains into their existing main domain, for usability and SEO reasons. We recently ran the merger. Here was our process: On the main domain, transfer the content such that it matches 1-for-1 content on the various alternate domains Setup Google Webmaster Tools on the main domain Push the new content on the main domain live and submit a corresponding sitemap to Google Establish 301 redirects on the alternate domains, such that each alternate domain URL points to its respective page on the main domain We did this 12 days ago, and pages (previously on the alternate domains) that had ranked well on Google have now plummeted or are entirely non-existent. Did we do the right thing by merging multiple top-level domains into a single domain? Is this initial dip in rankings normal? How soon should we expect to see it return to its normal rankings?

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  • Advanced Level Troubleshooting for Oracle Process Manufacturing Financials

    - by Annemarie Provisero
    ADVISOR WEBCAST: Advanced Level Troubleshooting for Oracle Process Manufacturing Financials PRODUCT FAMILY: Oracle Process Manufacturing     February 16, 2011 at 8 am PT, 9 am MT, 11 am ET This one-hour session provides basic to advanced level troubleshooting information for Functional Users, System Administrators, DBAs and Customers. TOPICS WILL INCLUDE: Find Log File and Error messages for important processes in OPM Financials. Important SQL queries and filtering transaction related issues. Enabling Debug mode in OPM Financials and SLA. A short, live demonstration (only if applicable) and question and answer period will be included. Oracle Advisor Webcasts are dedicated to building your awareness around our products and services. This session does not replace offerings from Oracle Global Support Services. Click here to register for this session ------------------------------------------------------------------------------------------------------------- The above webcast is a service of the E-Business Suite Communities in My Oracle Support.For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

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  • What does "cpuid level" means ? Asking just for curiosity

    - by ogzylz
    For example, I put just 2 core info of a 16 core machine. What does "cpuid level : 6" line means? If u can provide info about lines "bogomips : 5992.10" and "clflush size : 64" I will be appreciated processor : 0 vendor_id : GenuineIntel cpu family : 15 model : 6 model name : Intel(R) Xeon(TM) CPU 3.00GHz stepping : 8 cpu MHz : 2992.689 cache size : 4096 KB physical id : 0 siblings : 4 core id : 0 cpu cores : 2 fpu : yes fpu_exception : yes cpuid level : 6 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm syscall nx lm constant_tsc pni monitor ds_cpl vmx cid cx16 xtpr lahf_lm bogomips : 5992.10 clflush size : 64 cache_alignment : 128 address sizes : 40 bits physical, 48 bits virtual power management: processor : 1 vendor_id : GenuineIntel cpu family : 15 model : 6 model name : Intel(R) Xeon(TM) CPU 3.00GHz stepping : 8 cpu MHz : 2992.689 cache size : 4096 KB physical id : 1 siblings : 4 core id : 0 cpu cores : 2 fpu : yes fpu_exception : yes cpuid level : 6 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm syscall nx lm constant_tsc pni monitor ds_cpl vmx cid cx16 xtpr lahf_lm bogomips : 5985.23 clflush size : 64 cache_alignment : 128 address sizes : 40 bits physical, 48 bits virtual power management:

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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • Gathering Staff anyone interested?

    - by kasene
    Thread Title - Gathering Staff Rush-Soft Game Design is currently looking for staff of a moderate skill level. Team Name - RushSoft Game Design Project Name - N/A We are gathering staff so that we can begin working on a new game. Target Aim - Freeware / Free Version - Paid Version With our first project our aim is to simply get our name out there. Generally we will be targeting a freeware distribution platform or a Free and Paid version. Compensation - Prehaps in the future but don't rely on it If in the future we start developing a game we intend to make any sort of sizable profit from then yes, there will be compensation however currently our low, low funding comes from generous donations. Any money that we make for now will go to the teams funding for things like engine licenses and company registration. Technology - C/C++ RSETech Our primary functional language will be C/C++ as most games are. We will be using a custom built library built on Direct3D called RSETech or RushSoft Engine Technology. Currently its is fully capable of being used for developing a game. The final version is made up of almost entirely C (No C++ or OOP). There is a C++ version currently in the works. Programming: - Microsoft Visual C++ 2008 / 2010 2D Art - Photoshop CS2 - GIMP Talent Needed - We currently are in need of x2 Programmers - With understanding of the following C/C ++ and game programming aspects: -If/Else Conditions -Functions/Methods -Arrays -Pointers (You don't need to fully understand these. Just know when they need to be used.) -Enums -Loops (For and While) -Structs (and How to use . and - syntax) -Classes (and how to call methods and access variables from a class) -State Machines -Switches -Include Guards -Understanding of how game loops work in general. (Init, Update, Render, Deinit) x2 Artists - As long as you have the means to and are able to draw 2D sprites and collab with a game designer to get a good result. 1 or more Game Designers - You can design levels (for platformers) as well as write game scripts and you can come up with good ideas and game mechanics. As long as you can do these things and are able to work well with artists and programmers you're golden. Business Consultant - Someone who knows the industry and how it works. Will inquire about possible distribution platforms as well as contact other developers, websites, and publishers on RushSofts behalf. Team Structure - Kasene Clark - Co-Founder/Lead Programmer/Game Designer Casey W - Co-Founder/Artist(GC/Animation)/Game Designer Nathan Mayworm - Game Designer. Website - RushSoft Websitek Contact - Kasene Clark [email protected] - [email protected] Phone - 12075181967 Feedback - Any Thank You! -Kasene

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  • Learning XNA for Game Development. Is it worth It?

    - by Nipuna Silva
    It seems that most of the popular games in the world are developed using C++. But Microsoft's game platform, XNA Studio is based on programming in C# and I didn't find any popular game which was developed using XNA. Also there are fewer Ebooks you find on XNA and even the google search for a problem won't give you much help. Does people doesn't use XNA as a gaming platform? Is it worth learning XNA for game development or should I consider some other platform?

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  • How to reset all the values after completion of the game, before starting it again ?

    - by srikanth rongali
    I have writing a small shooting game in cocos2d. Winning the game is to eliminate all the 10 enemies. After that end screen comes showing 'You Won' and 'Play Again'. If I go for 'Play Again' option the game is starting from where I need. But, the problem is that the game is continuing from previously ended state. I mean it is not starting from enemy 1 again instead it is just showing the end of 10 enemy. I think I have to reset all the values before pushing the scene. But should I reset all the values I have used or there is any other way ? Thank You.

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  • What are the benefits of learning a new language, as a game developer?

    - by Keand64
    I'm an independant game developer/designer, and I'm wondering what specific benefits are there to learning a new programming language. I do my programming in C++ currently, and I want to know if there are any tangible benefits to learning a different language, as in, benefits to writing a game x in language y versus game w in language z? Basically, I understand that learning a new programming language will help me think about a problem in different ways, but what are some actual benefits to using one language over another in specific scenarios?

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  • Web services or shared database for (game) server communication?

    - by jaaronfarr
    We have 2 server clusters: the first is made up of typical web applications backed by SQL databases. The second are highly optimized multiplayer game servers which keep all data in memory. Both clusters communicate with clients via HTTP (Ajax with JSON). There are a few cases in which we need to share data between the two server types, for example, reporting back and storing the results of a game (should ultimately end up in the database). We're considering several approaches for inter-server communication: Just share the MySQL databases between clusters (introduce SQL to the game servers) Sharing data in a distributed key-value store like Memcache, Redis, etc. Use an RPC technology like Google ProtoBufs or Apache Thrift Using RESTful web services (the game server would POST back to the web servers, for example) At the moment, we're leaning towards web services or just sharing the database. Sharing the database seems easy, but we're concerned this adds extra memory and a new dependency into the game servers. Web services provide good separation of concerns and fit with the existing Ajax we use, but add complexity, overhead and many more ways for communication to fail. Are there any other good reasons not to use one or the other approach? Which would be easier to scale?

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  • How do game trainers change an address in memory that's dynamic?

    - by GameTrainersWTF
    Lets assume I am a game and I have a global int* that contains my health. A game trainer's job is to modify this value to whatever in order to achieve god mode. I've looked up tutorials on game trainers to understand how they work, and the general idea is to use a memory scanner to try and find the address of a certain value. Then modify this address by injecting a dll or whatever. But I made a simple program with a global int* and its address changes every time I run the app, so I don't get how game trainers can hard code these addresses? Or is my example wrong? What am I missing?

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  • How do game trainers change a address in memory thats dynamic?

    - by GameTrainersWTF
    Lets assume i am a game and i have a global int* that contains my health. A game trainers job is to modify this value to whatever in order to achieve god mode. I've looked up tutorials on game trainers to understand how they work, and the general idea is to use a memory scanner to try and find the address of a certain value. Then modify this address by injecting a dll or whatever. But i made a simple program with a global int* and its address changes every time i run the app, so i don't get how game trainers can hard code these addresses? Or is my example wrong? What am i missing?

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  • How online-game clients are able to exchange data through internet so fast?

    - by Kirzilla
    Hello, Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet. On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings. So, the questions are... What protocol game clients are usually using for exchanging information with server? What server technologies are coming to solve this problem? What algorithms are applied for fighting with delays during game etc. PS: Sorry for my English and I hope that my question is clear. Thank you.

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  • Top Tier, A-Game Talent - How to Land em'

    - by GeekAgilistMercenary
    Recently the question came up from a close friend of mine, "will my PhD help me attain a higher income in the north west?"  I had to tell him, that it might get him a little more, but it won't get him in the top income brackets for the occupation.  Another time, a few days later, someone else asked this too.  Then again, I see a job posting that requires a Bachelors Degree and some other nonsense.  The job posting even states they want "A-Game" talent. I am almost shocked at how poorly part of this industry doesn't realize how unimportant a degree is to getting real top tier, a-game talent.  (and yes, I get a little riled up about this matter) You Can't Make Good Software Developers.  No college out there is going to train someone to be in the top 10%, and absolutely not to be in the top 5% of skill levels.  Colleges can NOT do this.  It is up to the individual, and the individual alone.  If top tier talent seems to come from a college, one should check their premise and look at the motivations the individuals have to go to that school.  There is most likely a reason that top tier talent appears to be made there.  The college however, can only guide or assist, but I repeat that "top tier talent is a very individualistic endeavor". Some might say, well a group is needed, support is needed, this and that are needed.  True, an individual needs a support system and a college can provide that, but it generally ends there.  The support group helps, provides a sounding wall, and provides correlation to good ideas for the a-game top tier geek.  But again, the endeavor is the individuals desire. top tier talent is a very individualistic endeavor - Me Hiring Top Tier, A-Game Talent There are a few things when trying to hire this level of game player. The first thing is to not require a degree of any sort.  Sure, it looks good, but it won't dictate anything other than the individual was able to go through the regimented steps of college. List the skills and ideas that you would like to find in an individual.  Think of two people meeting for the first time, what do you want to know about the other individual.  Team fit is absolutely fundamental for top tier talent.  That support group that I mentioned above, top tier talent works best with a solid group of players. Keep your technology up to date, moving forward, and don't bore your top talent if you manage to get it.  If the company slows down, they will leave.  The more valuable they find out they are, the lower tolerance they'll have for this.  For managers, directors, and leaders in an organization this is THE challenge for them. Provide opportunities not just for advancement, but ways for them to advance their knowledge such as training, a book budget, or other means.  Even if some software they want to use isn't used ton the project, get it for them (within reason of course ? couple $100 or even a few $1000 for a good software license to MSDN, Tellerik, or other suite of software is ideal). Don't push them to, and don't let them overwork themselves into burnout.  This, as a leader in an organization is easy to do if one finds themselves actually hiring top talent.  Because top talent just provides results and more results.  But they are human, they will break, don't be the cause of that or you'll lose your talent. For now, that is it from me on this topic, back to the revenue, code, projects, and pushing forward. For the original entry, check out my personal blog with other juicy tech tidbits, rants, raves, and the like. Agilist Mercenary

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