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  • Enhanced REST Support in Oracle Service Bus 11gR1

    - by jeff.x.davies
    In a previous entry on REST and Oracle Service Bus (see http://blogs.oracle.com/jeffdavies/2009/06/restful_services_with_oracle_s_1.html) I encoded the REST query string really as part of the relative URL. For example, consider the following URI: http://localhost:7001/SimpleREST/Products/id=1234 Now, technically there is nothing wrong with this approach. However, it is generally more common to encode the search parameters into the query string. Take a look at the following URI that shows this principle http://localhost:7001/SimpleREST/Products?id=1234 At first blush this appears to be a trivial change. However, this approach is more intuitive, especially if you are passing in multiple parameters. For example: http://localhost:7001/SimpleREST/Products?cat=electronics&subcat=television&mfg=sony The above URI is obviously used to retrieve a list of televisions made by Sony. In prior versions of OSB (before 11gR1PS3), parsing the query string of a URI was more difficult than in the current release. In 11gR1PS3 it is now much easier to parse the query strings, which in turn makes developing REST services in OSB even easier. In this blog entry, we will re-implement the REST-ful Products services using query strings for passing parameter information. Lets begin with the implementation of the Products REST service. This service is implemented in the Products.proxy file of the project. Lets begin with the overall structure of the service, as shown in the following screenshot. This is a common pattern for REST services in the Oracle Service Bus. You implement different flows for each of the HTTP verbs that you want your service to support. Lets take a look at how the GET verb is implemented. This is the path that is taken of you were to point your browser to: http://localhost:7001/SimpleREST/Products/id=1234 There is an Assign action in the request pipeline that shows how to extract a query parameter. Here is the expression that is used to extract the id parameter: $inbound/ctx:transport/ctx:request/http:query-parameters/http:parameter[@name="id"]/@value The Assign action that stores the value into an OSB variable named id. Using this type of XPath statement you can query for any variables by name, without regard to their order in the parameter list. The Log statement is there simply to provided some debugging info in the OSB server console. The response pipeline contains a Replace action that constructs the response document for our rest service. Most of the response data is static, but the ID field that is returned is set based upon the query-parameter that was passed into the REST proxy. Testing the REST service with a browser is very simple. Just point it to the URL I showed you earlier. However, the browser is really only good for testing simple GET services. The OSB Test Console provides a much more robust environment for testing REST services, no matter which HTTP verb is used. Lets see how to use the Test Console to test this GET service. Open the OSB we console (http://localhost:7001/sbconsole) and log in as the administrator. Click on the Test Console icon (the little "bug") next to the Products proxy service in the SimpleREST project. This will bring up the Test Console browser window. Unlike SOAP services, we don't need to do much work in the request document because all of our request information will be encoded into the URI of the service itself. Belore the Request Document section of the Test Console is the Transport section. Expand that section and modify the query-parameters and http-method fields as shown in the next screenshot. By default, the query-parameters field will have the tags already defined. You just need to add a tag for each parameter you want to pass into the service. For out purposes with this particular call, you'd set the quer-parameters field as follows: <tp:parameter name="id" value="1234" /> </tp:query-parameters> Now you are ready to push the Execute button to see the results of the call. That covers the process for parsing query parameters using OSB. However, what if you have an OSB proxy service that needs to consume a REST-ful service? How do you tell OSB to pass the query parameters to the external service? In the sample code you will see a 2nd proxy service called CallREST. It invokes the Products proxy service in exactly the same way it would invoke any REST service. Our CallREST proxy service is defined as a SOAP service. This help to demonstrate OSBs ability to mediate between service consumers and service providers, decreasing the level of coupling between them. If you examine the message flow for the CallREST proxy service, you'll see that it uses an Operational branch to isolate processing logic for each operation that is defined by the SOAP service. We will focus on the getProductDetail branch, that calls the Products REST service using the HTTP GET verb. Expand the getProduct pipeline and the stage node that it contains. There is a single Assign statement that simply extracts the productID from the SOA request and stores it in a local OSB variable. Nothing suprising here. The real work (and the real learning) occurs in the Route node below the pipeline. The first thing to learn is that you need to use a route node when calling REST services, not a Service Callout or a Publish action. That's because only the Routing action has access to the $oubound variable, especially when invoking a business service. The Routing action contains 3 Insert actions. The first Insert action shows how to specify the HTTP verb as a GET. The second insert action simply inserts the XML node into the request. This element does not exist in the request by default, so we need to add it manually. Now that we have the element defined in our outbound request, we can fill it with the parameters that we want to send to the REST service. In the following screenshot you can see how we define the id parameter based on the productID value we extracted earlier from the SOAP request document. That expression will look for the parameter that has the name id and extract its value. That's all there is to it. You now know how to take full advantage of the query parameter parsing capability of the Oracle Service Bus 11gR1PS2. Download the sample source code here: rest2_sbconfig.jar Ubuntu and the OSB Test Console You will get an error when you try to use the Test Console with the Oracle Service Bus, using Ubuntu (or likely a number of other Linux distros also). The error (shown below) will state that the Test Console service is not running. The fix for this problem is quite simple. Open up the WebLogic Server administrator console (usually running at http://localhost:7001/console). In the Domain Structure window on the left side of the console, select the Servers entry under the Environment heading. The select the Admin Server entry in the main window of the console. By default, you should be viewing the Configuration tabe and the General sub tab in the main window. Look for the Listen Address field. By default it is blank, which means it is listening on all interfaces. For some reason Ubuntu doesn't like this. So enter a value like localhost or the specific IP address or DNS name for your server (usually its just localhost in development envirionments). Save your changes and restart the server. Your Test Console will now work correctly.

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  • Using delegates in C# (Part 2)

    - by rajbk
    Part 1 of this post can be read here. We are now about to see the different syntaxes for invoking a delegate and some c# syntactic sugar which allows you to code faster. We have the following console application. 1: public delegate double Operation(double x, double y); 2:  3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: Operation op1 = new Operation(Division); 9: double result = op1.Invoke(10, 5); 10: 11: Console.WriteLine(result); 12: Console.ReadLine(); 13: } 14: 15: static double Division(double x, double y) { 16: return x / y; 17: } 18: } Line 1 defines a delegate type called Operation with input parameters (double x, double y) and a return type of double. On Line 8, we create an instance of this delegate and set the target to be a static method called Division (Line 15) On Line 9, we invoke the delegate (one entry in the invocation list). The program outputs 5 when run. The language provides shortcuts for creating a delegate and invoking it (see line 9 and 11). Line 9 is a syntactical shortcut for creating an instance of the Delegate. The C# compiler will infer on its own what the delegate type is and produces intermediate language that creates a new instance of that delegate. Line 11 uses a a syntactical shortcut for invoking the delegate by removing the Invoke method. The compiler sees the line and generates intermediate language which invokes the delegate. When this code is compiled, the generated IL will look exactly like the IL of the compiled code above. 1: public delegate double Operation(double x, double y); 2:  3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: //shortcut constructor syntax 9: Operation op1 = Division; 10: //shortcut invoke syntax 11: double result = op1(10, 2); 12: 13: Console.WriteLine(result); 14: Console.ReadLine(); 15: } 16: 17: static double Division(double x, double y) { 18: return x / y; 19: } 20: } C# 2.0 introduced Anonymous Methods. Anonymous methods avoid the need to create a separate method that contains the same signature as the delegate type. Instead you write the method body in-line. There is an interesting fact about Anonymous methods and closures which won’t be covered here. Use your favorite search engine ;-)We rewrite our code to use anonymous methods (see line 9): 1: public delegate double Operation(double x, double y); 2:  3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: //Anonymous method 9: Operation op1 = delegate(double x, double y) { 10: return x / y; 11: }; 12: double result = op1(10, 2); 13: 14: Console.WriteLine(result); 15: Console.ReadLine(); 16: } 17: 18: static double Division(double x, double y) { 19: return x / y; 20: } 21: } We could rewrite our delegate to be of a generic type like so (see line 2 and line 9). You will see why soon. 1: //Generic delegate 2: public delegate T Operation<T>(T x, T y); 3:  4: public class Program 5: { 6: [STAThread] 7: static void Main(string[] args) 8: { 9: Operation<double> op1 = delegate(double x, double y) { 10: return x / y; 11: }; 12: double result = op1(10, 2); 13: 14: Console.WriteLine(result); 15: Console.ReadLine(); 16: } 17: 18: static double Division(double x, double y) { 19: return x / y; 20: } 21: } The .NET 3.5 framework introduced a whole set of predefined delegates for us including public delegate TResult Func<T1, T2, TResult>(T1 arg1, T2 arg2); Our code can be modified to use this delegate instead of the one we declared. Our delegate declaration has been removed and line 7 has been changed to use the Func delegate type. 1: public class Program 2: { 3: [STAThread] 4: static void Main(string[] args) 5: { 6: //Func is a delegate defined in the .NET 3.5 framework 7: Func<double, double, double> op1 = delegate (double x, double y) { 8: return x / y; 9: }; 10: double result = op1(10, 2); 11: 12: Console.WriteLine(result); 13: Console.ReadLine(); 14: } 15: 16: static double Division(double x, double y) { 17: return x / y; 18: } 19: } .NET 3.5 also introduced lambda expressions. A lambda expression is an anonymous function that can contain expressions and statements, and can be used to create delegates or expression tree types. We change our code to use lambda expressions. 1: public class Program 2: { 3: [STAThread] 4: static void Main(string[] args) 5: { 6: //lambda expression 7: Func<double, double, double> op1 = (x, y) => x / y; 8: double result = op1(10, 2); 9: 10: Console.WriteLine(result); 11: Console.ReadLine(); 12: } 13: 14: static double Division(double x, double y) { 15: return x / y; 16: } 17: } C# 3.0 introduced the keyword var (implicitly typed local variable) where the type of the variable is inferred based on the type of the associated initializer expression. We can rewrite our code to use var as shown below (line 7).  The implicitly typed local variable op1 is inferred to be a delegate of type Func<double, double, double> at compile time. 1: public class Program 2: { 3: [STAThread] 4: static void Main(string[] args) 5: { 6: //implicitly typed local variable 7: var op1 = (x, y) => x / y; 8: double result = op1(10, 2); 9: 10: Console.WriteLine(result); 11: Console.ReadLine(); 12: } 13: 14: static double Division(double x, double y) { 15: return x / y; 16: } 17: } You have seen how we can write code in fewer lines by using a combination of the Func delegate type, implicitly typed local variables and lambda expressions.

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • XNA Notes 005

    - by George Clingerman
    Another week and another crazy amount of activity going on in the XNA community. I’m fairly certain I missed over half of it. In fact, if I am missing things, make sure to email me and I’ll try and make sure I catch it next week! ([email protected]). Also, if you’ve got any advice, things you like/don’t like about the way these XNA Notes are going let me know. I always appreciate feedback (currently spammers are leaving me the nicest comments so you guys have work to do!) Without further ado, here’s this week’s notes! Time Critical XNA News The XNA Team Blob reminds us that February 7th is the last day to submit XNA 3.1 games to peer review! http://blogs.msdn.com/b/xna/archive/2011/01/31/7-days-left-to-submit-xna-gs-3-1-games-on-app-hub.aspx XNA MVPS Chris Williams kicks off the marketing campaign for our book http://geekswithblogs.net/cwilliams/archive/2011/01/28/143680.aspx Catalin Zima posts the comparison cheat sheet for why Angry Birds is different than Chickens Can’t Fly http://www.amusedsloth.com/2011/02/comparison-cheat-sheet-for-chickens-cant-fly-and-angry-birds/ Jim Perry congratulates the developers selected by Game Developer Magazine for Best Xbox LIVE Indie Games of 2010 http://machxgames.com/blog/?p=24 @NemoKrad posts his XNAKUUG talks for all to enjoy http://twitter.com/NemoKrad/statuses/33142362502864896 http://xna-uk.net/blogs/randomchaos/archive/2011/02/03/xblig-uk-2011-january-amp-february-talk.aspx George  (that’s me!) preps for his XNA talk coming up on the 8th http://twitter.com/clingermangw/statuses/32669550554124288 http://www.portlandsilverlight.net/Meetings/Details/15 XNA Developers FireFly posts the last tutorial in his XNA Tower Defense tutorial series http://forums.create.msdn.com/forums/p/26442/451460.aspx#451460 http://xnatd.blogspot.com/2011/01/tutorial-14-polishing-game.html @fredericmy posts the main difference when porting a game from Windows Phone 7 to Xbox 360 http://fairyengine.blogspot.com/2011/01/main-differences-when-porting-game-from.html @ElementCy creates a pretty rad video of a MineCraft type terrain created using XNA http://www.youtube.com/watch?v=Waw1f7wnl9I Andrew Russel gets the first XNA badge on gamedev.stackexchange http://twitter.com/_AndrewRussell/statuses/32322877004972032 http://gamedev.stackexchange.com/badges?tab=tags And his funding for ExEn has passed $7000 only $3000 to go http://twitter.com/_AndrewRussell/statuses/33042412804771840 Subodh Pushpak blogs about his Windows Phone 7 XNA talk http://geekswithblogs.net/subodhnpushpak/archive/2011/02/01/windows-phone-7-silverlight--xna-development-talk.aspx Slyprid releases the latest version of Transmute and needs more people to test http://twitter.com/slyprid/statuses/32452488418299904 http://forgottenstarstudios.com/ SpynDoctorGames celebrates the 1 year anniversary of Your Doodles Are Bugged! Congrats! http://twitter.com/SpynDoctorGames/statuses/32511689068908544 Noogy (creator of Dust the Elysian Tail) prepares his conversion to XNA 4.0 http://twitter.com/NoogyTweet/statuses/32522008449253376 @philippedasilva posts about the Indiefreaks Game Framework v0.2.0.0 Input management system http://twitter.com/philippedasilva/statuses/32763393957957632 http://indiefreaks.com/2011/02/02/behind-smart-input-system-feature/ Mommy’s Best Games debates what to do about High Scores with their new update http://mommysbest.blogspot.com/2011/02/high-score-shake-up.html @BinaryTweedDeej want to know if there’s anything the community needs to make XNA games for the PC. Give him some feedback! http://twitter.com/BinaryTweedDeej/status/32895453863354368 @mikebmcl promises to write us all a book (I can’t wait to read it!) http://twitter.com/mikebmcl/statuses/33206499102687233 @werezompire is going to live, LIVE, thanks to all the generosity and support from the community! http://twitter.com/werezompire/statuses/32840147644977153 Xbox LIVE Indie Games (XBLIG) Making money in Xbox 360 indie game development. Is it possible? http://www.bitmob.com/articles/making-money-in-xbox-360-indie-game-development-is-it-possible @AlejandroDaJ posts some thoughts abut the bitmob article http://twitter.com/AlejandroDaJ/statuses/31068552165330944 http://www.apathyworks.com/blog/view.php?id=00215 Kobun gets my respect as an XBLIG champion. I’m not sure who Kobun is, but if you’ve every read through the comment sections any time Kotaku writes about XBLIGs you’ll see a lot of confusion, disinformation in there. Kobun has been waging a secret war battling that lack of knowledge and he does it well. Also he’s running a pretty kick ass site for Xbox LIVE Indie Game reviews http://xboxindies.teamkobun.com/ @radiangames releases his last Xbox LIVE Indie Game...for now http://bit.ly/gMK6lE Playing Avaglide with the Kinect controller http://www.youtube.com/watch?v=UqAYbHww53o http://www.joystiq.com/2011/01/30/kinect-hacks-take-to-the-skies-with-avaglide/ Luke Schneider of Radiangames interviewed in Edge magazine http://www.next-gen.biz/features/radiangames-venture Digital Quarters posts thoughts on why XBLIG’s online requirement kills certain genres http://digitalquarters.blogspot.com/2011/02/thoughts-why-xbligs-online-requirement.html Mommy’s Best Games shares the news that several XBLIGs were featured in the March 2011 issue of Famitsu 360 http://forums.create.msdn.com/forums/p/33455/451487.aspx#451487 NaviFairy continues with his Indie-Game-A-Day http://gaygamer.net/2011/02/indie_game_a_day_epic_dungeon.html http://gaygamer.net/2011/02/indie_game_a_day_break_limit_r.html and more every day...that’s kind of the point! Keep your eye on this series! VVGTV continues with it’s awesome reviews/promotions for XBLIGs http://vvgtv.com/ http://vvgtv.com/2011/02/03/iredia-atrams-secret-xblig-review-2/ http://vvgtv.com/2011/02/02/poopocalypse-coming-soon-to-xblig/ ….and even more, you get the point. Magicka is an Indie Game doing really well on Steam AND it’s made using XNA http://www.magickagame.com/ http://twitter.com/Magickagame/statuses/32712762580799488 GameMarx reviews Antipole http://www.gamemarx.com/reviews/73/antipole-is-vvvvvvery-good.aspx Armless Octopus review Alpha Squad http://www.armlessoctopus.com/2011/01/28/xbox-indie-review-alpha-squad/ An interesting article about Kodu that Jim Perry found http://twitter.com/MachXGames/statuses/32848044105924608 http://www.develop-online.net/news/36915/10-year-old-Jordan-makes-games-The-UK-needs-more-like-her XNA Game Development Sgt. Conker posts about the Natur beta, a new book and whether you can make money with XBLIG http://www.sgtconker.com/ http://www.sgtconker.com/2011/01/a-new-book-on-the-block-and-a-new-natur-beta/ http://www.sgtconker.com/2011/01/making-money-in-xbox-360-indie-game-development-is-it-possible/ Tips for setting up SVN http://bit.ly/fKxgFh @bsimser found tons of royalty free music and soundfx for your XNA Games http://twitter.com/bsimser/statuses/31426632933711872 Post on the new features in the next Sunburn Editor http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/01/28/new-editor-features-prefabs-components-and-more.aspx @jasons_novaleaf posts source code for light pre-pass optimizations for #xna http://twitter.com/jasons_novaleaf/statuses/33348855403642880 http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/ I’ve been learning about doing an A.I. for turn based games and this article was a great resource. http://www.gamasutra.com/view/feature/1535/designing_ai_algorithms_for_.php?print=1

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues?

    - by taserian
    I've been cogitating about developing a logic game similar to Einstein's Puzzle , which would have different sets of clues for every new game replay. What data structures would you use to handle the different entities (pets, colors of houses, nationalities, etc.), deduction rules, etc. to guarantee that the clues you provide point to a unique solution? I'm having a hard time thinking about how to get the deduction rules to play along with the possible clues; any insight would be appreciated.

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  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

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  • What are the pro/cons of Unity3D as a choice to make games ?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • What is a technique for 2D ray-box intersection that is suitable for old console hardware?

    - by DJCouchyCouch
    I'm working on a Sega Genesis homebrew game (it has a 7mhz 68000 CPU). I'm looking for a way to find the intersection between a particle sprite and a background tile. Particles are represented as a point with a movement vector. Background tiles are 8 x 8 pixels, with an (X,Y) position that is always located at a multiple of 8. So, really, I need to find the intersection point for a ray-box collision; I need to find out where along the edge of the tile the ray/particle hits. I have these two hard constraints: I'm working with pixel locations (integers). Floating point is too expensive. It doesn't have to be super exact, just close enough. Multiplications, divisions, dot products, et cetera, are incredibly expensive and are to be avoided. So I'm looking for an efficient algorithm that would fit those constraints. Any ideas? I'm writing it in C, so that would work, but assembly should be good as well.

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  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

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  • What functional language is most suited to create games with?

    - by Ricket
    I have had my eye on functional programming languages for a while, but am hesitating to actually get into them. But I think it's about time I at least starting glancing that direction to make sure I'm ready for anything. I've seen talk of Haskell, F#, Scala, and so on. But I have no clue the differences between the languages and their communities, nor do I particularly care; except in the context of game development. So, from a game development standpoint, which functional programming language has the most features suited for game programming? For example, are there any functional game development libraries/engines/frameworks or graphics engines for functional languages? Is there a language that handles certain data structures which are commonly used in game development better? Bottom line: what functional programming language is best for functional game programming, and why? I believe/hope this question will declare a clear best language therefore I haven't marked it CW despite its subjective tendency.

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  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

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  • What are the pro/cons of Unity3D as a choice to make games?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • Can I develop games for mobile platforms in C++?

    - by James Bern
    I have a good grasp in C++ and C and have also experience developing AAA game using C++. Now, I'm shamelessly thinking to dive into mobile game development either in iOS or Android. Unfortunately, I don't know objective-C and java and neither have courage to learn it. So, As above mentioned reason, Is there any possibility to do mobile development in C++ without using any single statement of JAVA and Objective-C ?

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  • What are atan and atan2 used for in games?

    - by kyrogue
    I am having some trouble understanding Math.tan() and Math.atan() and Math.atan2(). I have basic knowledge of trigonmetry but the usage of SIN, COS, and TAN etc for game development is very new to me. I am reading on some tutorials and I see that by using tangent we can get the angle in which one object needs to be rotated by how much to face another object for example my mouse. So why do we still need to use atan or atan2?

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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  • Google doesn't index a subdomain. What can be the problem and what can be done?

    - by fudge
    Hi! I have a domain, let's call it example.com, which has a subdomain, games.example.com. I maintain a games forum using phpbbseo which is located at games.example.com/forum. The problem is that the forum is not being crawled. I used Google's webmaster tools and tested that the page is seen by google. P.S. There is a link from games.example.com to games.example.com/forum. What can I do? How can I make google crawl my forum?

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  • JavaScript tip a day: Pretty Print, Debugging Events and $0

    - by Sahil Malik
    SharePoint, WCF and Azure Trainings: more information Debugging is a pain. Debugging events on a web page is an especially bigger pain. This video will make that pain go away! Also check out the previous videos, performance profiling, console.info, warn, assert, error, console.group, console.count, console.table and  console.log   Read full article ....

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  • Will Beej's Guide to Network programming point me the right way to be able to make multiplayer games and a web broswer?

    - by Logan545
    I'm new to socket programming in C, and I've found the Beej's Guide to Networking programming. It looks fine and all, however, I just wanted to ask whether this tutorial will point me in the right direction in terms of network programming. I plan to build a game in opengl that will be multiplayer using c+ and possibly a web browser. I know this tutorial would by no means teach me how to do this, but would this be a good way to start off on my path?

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  • What is the best way to exploit multicores when making multithread games?

    - by Keeper
    Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using threads, and experienced it myself during some courses at the university (still a student). The big question is simple, but a bit abstract: What thread related steps in game design do I need to take, before implementation? Now trying to be more specific. Let's say, as an example, that I'm making a small board game (like Monopoly) that I want to be multithreaded. My goal Is that this multithreaded game will exploit the best of the multicore system, lets say 4-6 cores (like in i7 processors). My answer to this question at the moment is, one thread for each of these four basic components: GUI User Input / Output AI (computer rival) Other game related calculations (like shortest path from A to B, or level up status change) I'm not an expert (yet!), and I'm sure there are better answers out there. Any suggestion, answer, different approach will be helpful. Some thoughts: Maybe splitting the main database is a good way.. (or total disaster.. )

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  • Is a warning about IAP in freemium games on iOS required?

    - by user1282931
    When I launch the successful iOS game "Clash of Clans", right in the beginning I get the following message in an iOS info pop-up: "Clash of Clans is free to play, but you can speed up your progress with in-app purchases. If desired, purchases can be disabled in the general settings of your device." What's the reason the developer shows this message right in the beginning? Is there any legal obligation to do so?

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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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  • What resources do I need to start developing games? [on hold]

    - by Matt
    I'm in a unique situation here. I'm only just now a sophomore in high school and I've had a passion for gaming and technology since I was a child. I picked up python at age 9 and have learned 3 other languages since then. I never was good at art or such things, but I can imagine amazing logic devices to carry out game elements I would like to try. I've been researching and finding very vague advice on what needs to be present in order for me to develop. I've attempted at many things, but they never become more than a text-based mess. What education in specific would I need to advance in the game industry? Workflows are never clear to me. I've watched videos on Valve, Zenimax, and many others on how to get from an idea to a product. I've never gotten a finished product, but I've always had the idea clearly in my head.

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  • Is there any kind of established architecture for browser based MMO games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that?

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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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