Search Results

Search found 16054 results on 643 pages for 'reference architecture'.

Page 65/643 | < Previous Page | 61 62 63 64 65 66 67 68 69 70 71 72  | Next Page >

  • non-volatile virtual memory for C++ containers

    - by arieberman
    Is there a virtual memory management process that would allow a program to use the standard container structures and classes, but retain these structures and their data when the program is not running (or being used), for use by the program at a later time? This should be possible, but can it be done without changing the source code and its (container) declarations? Is there a standard way of doing this?

    Read the article

  • Complex event system for DungeonKeeper like game

    - by paul424
    I am working on opensource GPL3 game. http://opendungeons.sourceforge.net/ , new coders would be welcome. Now there's design question regarding Event System: We want to improve the game logic, that is program a new event system. I will just repost what's settled up already on http://forum.freegamedev.net/viewtopic.php?f=45&t=3033. From the discussion came the idea of the Publisher / Subscriber pattern + "domains": My current idea is to use the subscirbers / publishers model. Its similar to Observable pattern, but instead one subscribes to Events types, not Object's Events. For each Event would like to have both static and dynamic type. Static that is its's type would be resolved by belonging to the proper inherited class from Event. That is from Event we would have EventTile, EventCreature, EvenMapLoader, EventGameMap etc. From that there are of course subtypes like EventCreature would be EventKobold, EventKnight, EventTentacle etc. The listeners would collect the event from publishers, and send them subcribers , each of them would be a global singleton. The Listeners type hierachy would exactly mirror the type hierarchy of Events. In each constructor of Event type, the created instance would notify the proper listeners. That is when calling EventKnight the proper ctor would notify the Listeners : EventListener, CreatureLisener and KnightListener. The default action for an listner would be to notify all subscribers, but there would be some exceptions , like EventAttack would notify AttackListener which would dispatch event by the dynamic part ( that is the Creature pointer or hash). Any comments ? #include <vector> class Subscriber; class SubscriberAttack; class Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<Subscriber*> subscribersList; static std::vector<Event*> eventQueue; public: Event(){ eventQueue.push_back(this); } static int subscribe(Subscriber* ss); static int unsubscribe(Subscriber* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; // class Publisher{ // }; class Subscriber{ public: int (*newEvent) (Event* ee); Subscriber( ){ Event::subscribe(this); } Subscriber( int (*fp) (Event* ee) ):newEvent(fp){ Subscriber(); } ~Subscriber(){ Event::unsubscribe(this); } }; class EventAttack: Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<SubscriberAttack*> subscribersList; static std::vector<EventAttack*> eventQueue; public: EventAttack(){ eventQueue.push_back(this); } static int subscribe(SubscriberAttack* ss); static int unsubscribe(SubscriberAttack* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; class AttackSubscriber :Subscriber{ public: int (*newEvent) (EventAttack* ee); AttackSubscriber( ){ EventAttack::subscribe(this); } AttackSubscriber( int (*fp) (EventAttack* ee) ):newEventAttack(fp){ AttackSubscriber(); } ~AttackSubscriber(){ EventAttack::unsubscribe(this); } }; From that point, others wanted the Subject-Observer pattern, that is one would subscribe to all event types produced by particular object. That way it came out to add the domain system : Huh, to meet the ability to listen to particular game's object events, I though of introducing entity domains . Domains are trees, which nodes are labeled by unique names for each level. ( like the www addresses ). Each Entity wanting to participate in our event system ( that is be able to publish / produce events ) should at least now its domain name. That would end up in Player1/Room/Treasury/#24 or Player1/Creature/Kobold/#3 producing events. The subscriber picks some part of a tree. For example by specifiing subtree with the root in one of the nodes like Player1/Room/* ,would subscribe us to all Players1's room's event, and Player1/Creature/Kobold/#3 would subscribe to Players' third kobold's event. Does such event system make sense to you ? I have many implementation details to ask as well, but first let's start some general discussion. Note1: Notice that in the case of a fight between two creatues fight , the creature being attacked would have to throw an event, becuase it is HE/SHE/IT who have its domain address. So that would be BeingAttackedEvent() etc. I will edit that post if some other reflections on this would come out. Note2: the existing class hierarchy might be used to get the domains addresses being build in constructor . In a ctor you would just add + ."className" to domain address. If you are in a class'es hierarchy leaf constructor one might use nextID , hash or any other charactteristic, just to make the addresses distinguishable . Note3:subscribing to all entity's Events would require knowledge of all possible events produced by this entity . This could be done in one function call, but information on E produced would have to be handled for every Entity. SmartNote4 : Finding proper subscribers in a tree would be easy. One would start in particular Leaf for example Player1/Creature/Kobold/#3 and go up one parent a time , notifiying each Subscriber in a Node ie. : Player1/Creature/Kobold/* , Player1/Creature/* , Player1/* etc, , up to a root that is /* .<<<< Note5: The Event system was needed to have some way of incorporating Angelscript code into application. So the Event dispatcher was to be a gate to A-script functions. But it came out to this one.

    Read the article

  • Inventory Consignment Flow

    - by ipohfly
    Not sure whether this is the right place to ask this question, but here goes.. Currently I have requirement to add support for consignment transaction in our inventory module. I have a very limited understanding of what consignment means in inventory, i.e. Customer get stocks/products from Seller without actually buying them, the product just resides in the Customer's inventory and it's still owned by the Seller. Only when the Customer actually buy the stocks then only will the ownership of the stock is transferred. The issue is i can't imagine how the data will be presented to both the Customer and the Seller. What i know is that i would need to deduct the stock from the Seller's inventory when the Customer raise a request to get the stock through consignment, but what about the 'ownership' of the stocks/products? Does that mean i would need to create another column in my table to state that for each inventory it is owned by who? Anywhere i can get information on how i should work out an inventory module like this? Thanks.

    Read the article

  • Creating an Interface To a Language's Standard Library?

    - by Nathan Arthur
    In the process of learning test-driven development, I've been introduced to dependency injection and the use of interfaces, and have started using these concepts in my own PHP code in order to make it more testable. There have been times when I've needed to test code that was doing things like calling the PHP time() function. In order to make these tests predictable, it seemed logical to create an interface to the standard PHP functions I use so that I can mock them out in my tests. Is this good software design? What are the pros and cons of doing this? I've found myself groaning at how quickly my PHP interface can stick its fingers into everything I do. Is there a better way to make code that relies on PHP-accessed state and functions more testable?

    Read the article

  • Stop myself from over-complicating applications

    - by stuartmclark
    Recently I worked on a fairly large project involving C# and MVVM. This application had around 160 projects in the solutions each seprarated into their own layers. As I have been working on this application for almost a year, building it from scratch as part of a team, I am now coming off that project and onto smaller more trivial projects. As I was beginning to develop a small in-house tool I found myself trying to mimic the larger applications structure and layering but in the end I just had a simple application with several DLLs which I know I wouldn't have done if I had not worked on that larger application before. I am just wondering if there are any techniques I can utilise to stop myself from turning a "code-behind" style trivial application into a full blown MVVM application? Or should I continue developing as I am and try to keep the unnecessary fluff out of the project?

    Read the article

  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

    Read the article

  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

    Read the article

  • What are the benefits of NoSQL?

    - by geekbrit
    I'm struggling to see how NoSQL brings any advantages to a system, so I'm interested in hearing from people who have chosen to use it, both the reasons they chose NoSQL, and positive and negative experiences in implementation and use. My first impressions are that NoSQL is a product of the availability of very large, very cheap storage; it seems that a million record database could easily have a 100MByte overhead in field labels embedded in the records. This goes against one of my software design instincts - remove redundancy in code and data whenever practical. However, NoSQL is being used with success in large high-traffic systems, so I must be missing something, looking forward to your responses.

    Read the article

  • How to setup users for desktop app with SQL Azure as backend?

    - by Manuel
    I'm considering SQL Azure as DB for a new application I'm developing. The reason I want to go with Azure is because I don't want to have to maintain yet another database(s) and I want my users to be able to access the data from anywhere. The problem is that I'm not clear regarding how to users will connect. The application is a basic CRUD type of windows app. I've read that you need to add your IP to SQL Azure's firewall to connect to it, but I don't know if it's only for administration purposes only. Can anyone clarify if anyone (anywhere) can access the data with the proper credentials? Which of the following scenarios would work best (if at all)? A) Add each user to SQL Azure and have the app connect directly to Azure as if it was connecting to SQL Server B) Add an anonymous user SQL Azure and pass the real user's password/hash with every call so the Azure database can service the requests accordingly. C) Put a WCF service in between so that it handles the authentication stuff. The service will only serve the appropriate information to the user given his/her authentication and SQL Azure would be open to the service exclusively. D) - ideas are welcomed - This is confusing because all Azure examples I see are for websites. I have a hard time believing SQL Azure wouldn't handle the case of desktop apps connecting to it. So what's the best practice?

    Read the article

  • Is there such thing like a "refactoring/maintainability group" role in software companies?

    - by dukeofgaming
    So, I work in a company that does embedded software development, other groups focus in the core development of different products' software and my department (which is in another geographical location) which is located at the factory has to deal with software development as well, but across all products, so that we can also fix things quicker when the lines go down due to software problems with the product. In other words, we are generalists while other groups specialize on each product. Thing is, it is kind of hard to get involved in core development when you are distributed geographically (well, I know it really isn't that hard, but there might be unintended cultural/political barriers when it comes to the discipline of collaborating remotely). So I figured that, since we are currently just putting fires out and somewhat being idle/sub-utilized (even though we are a new department, or maybe that is the reason), I thought that a good role for us could be detecting areas of opportunity of refactoring and rearchitecting code and all other implementations that might have to do with stewarding maintainability and modularity. Other groups aren't focused on this because they don't have the time and they have aggressive deadlines, which damage the quality of the code (eternal story of software projects) The thing is that I want my group/department to be recognized by management and other groups with this role officially, and I'm having trouble to come up with a good definition/identity of our group for this matter. So my question is: is this role something that already exists?, or am I the first one to make something like this up?

    Read the article

  • What do you do when one think the code isn't complicated enough?

    - by Chris
    After six months of development on a project, our stakeholders have had a "gut check" and have decided that the path that we've been walking (a custom designed application framework and data access layer) is holding us (the developers) back from quickly developing the features they would like to see. After several days of debate management and the development team have decided to scrap the current incarnation and start over using ASP.net MVC, with Entity Framework as the bases of the a 'quick and dirty', lets just get it done project. In days following, our senior developer who has never worked with MVC or Entity Framework has finally gotten into a sample project and done some work. His take on ASP.net MVC, "this is not software engineering". So my question is this; what do you do, when one doesn't think the code is complicated enough?

    Read the article

  • When to unload graphics object from main memory?

    - by piotrek
    I writing my resource mangaer, and I consider about how it can work for graphics objects (like textures, meshes). I think about this : I want to load texture (in pseudocode): Texture t = resMgr.GetTex("image.png"); and GetTex make something like this: load texture from disk to main memory create texture object (load it to gpu memory) unload texture from main memory I consider about 3 step, does game engines that you know unload meshes/textures after load them into gpu memory ?

    Read the article

  • What's the right/standard way of achieving separation of concerns?

    - by Ghanima
    Some background: I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much time as needed to make sure that I have the basics right before moving on to something bigger. I have medium programming experience but I realize making games is a different thing. I find myself wondering many things like should this be in a separate class? Should this module handle this stuff or is it better to let other modules have that kind of functionality? For example, the bouncing of a ball in pong, right now is handled in the ball module, but maybe it's better that some other module did it. Right now I have different modules: one for the graphics, one for the game logic, and others for the objects (depending on the kind of movement required, not all the objects are alike). I know I am asking a lot, any tips you have will be very much appreciated. Short question: What's the right or standard way of separating the modules? What have you found most effective? Is it enough to just keep the drawing (graphics) and the logic separate? Is it necessary to have a lot of classes? (for example for the objects in the game, to handle the movement, etc)

    Read the article

  • Motivation for service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such case. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - well, why not just import the BL.dll (and the DAL.dll) to the other UI, and whenever making a change re-copy the dll files, it might not be so 'neat', but is the all purpose of the service layer to prevent this? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

    Read the article

  • Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

    - by deft_code
    How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: Message queue entity_A creates a take-damage message and posts it to entity_B's message queue. entity_A creates a query-hp message and posts it to entity_B. entity_B in return creates an response-hp message and posts it to entity_A. Publish/Subscribe entity_B subscribes to take-damage messages (possibly with some preemptive filtering so only relevant message are delivered). entity_A produces take-damage message that references entity_B. entity_A subscribes to update-hp messages (possibly filtered). Every frame entity_B broadcasts update-hp messages. Signal/Slots ??? entity_A connects an update-hp slot to entity_B's update-hp signal. Something better? Do I have a correct understanding of how these communication schemes would tie into a game engine's entity system? How do entities in commercial game engines communicate?

    Read the article

  • Core i7 with 4GB - go 64 bit or stay 32bit..?

    - by tommed
    I have a Core i7 laptop with 4gb ram. In windows, the disadvantage of using the 32bit OS would be that a single app could not use more than 2gb of ram (+ the 2gb shared kernel-space memory) except when setting a boot switch which reduces the amount of shared kernel memory, then it's 3GB max per app. What disadvantages/limitations would I have in Ubuntu for sticking to the 32bit OS? (If any?) - As I only have 4GB of ram, I can't see why I need to use the 64bit version?

    Read the article

  • Question about modeling with MVC (the pattern, not the MS stuff / non web)

    - by paul
    I'm working on an application in which I'm looking to employ the MVC pattern, but I've come up against a design decision point I could use some help with. My application is going to deal with the design of state-machines. Currently the MVC model holds information about the machine's states, inputs, outputs, etc. The view is going to show a diagram for the machine, graphically allowing the user to add new states, establish transitions, and put the states in a pleasing arrangement, among other things. I would like to store part of the diagram's state (e.g. the x and y state positions) when the machine information is stored for later retrieval, and am wondering how best to go about structuring the model(s?) for this. It seems like this UI information is more closely related to the view than to the state-machine model, so I was thinking that a secondary model might be in order, but I am reluctant to pursue this route because of the added complexity. Adding this information to the current model doesn't seem the right way to go about it either. This is the my first time using the MVC pattern so I'm still figuring things out. Any input would be appreciated.

    Read the article

  • How is it possible to write the compiler of a programming language with that language itself [closed]

    - by tugberk
    Possible Duplicate: How could the first C++ compiler be written in C++? You probably heard that Microsoft released a new language called TypeScript which is a the typed superset of JavaScript. The most interesting thing that makes me wonder is the fact that its compiler writen in TypeScript itself. Call me ignorant but I really couldn't figure out in my head how that is possible. This is just like chicken and egg problem in my head because there is no compiler to compile TypeScript's compiler in the first place. How is it possible to write a compiler of the compiler of a programming language with that language?

    Read the article

  • What are some ways of making manageable complex AI?

    - by Tetrad
    In the past I've used simple systems like finite state machines (FSMs) or hierarchical FSMs to control AI behavior. For any complex system, this pattern falls apart very quickly. I've heard about behavior trees and it seems like that's the next obvious step, but haven't seen a working implementation or really tried going down that route yet. Are there any other patterns to making manageable yet complex AI behaviors?

    Read the article

  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

    Read the article

  • Users can benefit from Session Tracking

    I use to work for a large Dental Plan marketing website a few years ago and they had a large customer-driven website that sold Dental Plans to consumers. Their website started tracking users as soon as they hit their web servers, and then they logged everything they could about the user. There are a lot of benefits for using session tracking for both the user and the website. Users can benefit from session tracking due to the fact that a website can retain pertaining information for the user so that they do not have to re-enter the same information repeatedly. In addition, websites can hold specific items in a cart for each user so that they can pay for all of their  items at once when they are ready to complete their purchases. Websites can also benefit from session tracking because they can determine where a specific user came from and which advertising partner gave them a sale. This information is very useful when deciding on where to spend an advertising budget. There is only one real disadvantage when it comes to session tracking, Users can not really control what is actually tracked by a website. Yes, they can disable cookies and this will help, but that means that no tracking can be done at all. Most sites require users to have cookies enabled in order for users to make purchases or login to their accounts.

    Read the article

  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

    Read the article

  • C++ Game Engine Book/Tutorial/Anything recent?

    - by TheNoob
    Before I get flamed, please understand that I have been looking for a while now. Yes, I have found a good amount of game engine tutorials...except filled with errors, out of date syntax, missing crucial information, and so on. Is there anywhere with a recent tutorial, or a book, anything at all? I'm not asking for an opinion in graphics API's, just a point in the right direction to get started on game engine development. I just want to make it clear, I have googled/stacked like crazy. Any help appreciated. Thank you.

    Read the article

  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

    Read the article

  • Motivation for a service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such scenario. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - why not just import the BL.DLL (and the dal.dll) to the other UI, and whenever making a change re-copy the dlls, it might not be so 'neat', but still less hassle than one more layer? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

    Read the article

< Previous Page | 61 62 63 64 65 66 67 68 69 70 71 72  | Next Page >