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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • Good, free isometric game engine?

    - by posfan12
    Any recommendations for a good isometric game engine that is also free? Should be possible to develop entirely using freely available tools (meaning: no Flash, and no I don't want to learn haXe...) Works-in-a-browser is a plus, but not required. Support for 32-bit images is required! Good performance. Excellent documentation. I have looked at FIFE but it is still too unfinished, and the documentation sucks! Thanks!

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  • 2D Physics Engine to Handle Shapes Composed of Multiple Densities XNA

    - by Stupac
    The game I'm working on involves shapes that might be composed of multiple materials in a variety of ways. Let's just take for example a wooden rod with and sizable tip of iron or say a block composed of a couple triangles of stone and aluminum and small nugget of gold. The shapes and compositions will change from time to time, so I was wondering what engine I should use and how I might implement this feature? I've looked at Farseer 3, but I'm still trying to decipher the library by reading the source and the samples and wasn't sure if I was barking up the wrong tree. Thanks!

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  • Farseer Physics Engine and the Ms-PL License

    - by Stephen Tierney
    Am I able to produce code for a game which uses the Farseer engine and release my code under an open source license other than the Ms-PL? My concern is with the following section from the license: If you distribute any portion of the software in source code form, you may do so only under this license by including a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object code form, you may only do so under a license that complies with this license. If I do not include Farseer in my source code distribution does this give me an exemption from this clause as I am not distributing the software? My code merely uses its functions. No where in the license does it force you to provide source code for derivative works or linking works, it simply gives you the option of "if you distribute".

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  • Game Engine with a real time renderer

    - by Maik Klein
    I am studying computer graphics since 3 semester and we just started with opengl. I really enjoy it and want to create my own little engine for learning purpose. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like unity or cryengine because I want to start more lowlevel. Which of those engines is suited for realtime rendering? Something that cryengine offers - no baked lightmaps. Or at least gives me the option to add a realtime renderer?

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  • Game engine IDE template [on hold]

    - by Spencer Killen
    Hey so I'm working on a fairly basic javascript game, and it's beginning to get to the point where my 'engine' to which I wrote, is difficult to manage in an all text environment, Iv already thought of using a javascript IDE like jet brains, but i was wondering if I could go 1 step further and have use a piece of software to purpose as an IDE and have a customizable GUI that I could use to automate class construction and such, for example, I have it set up right now so that everytime I want to create a new block (it's a platformer) I must copy a text file and fill in all the setting such as bounding box, sprite ect, it would be a lot easier if I could press a button and have a menu apear where I would fill in these values (I have a game maker background) is there software like this? If not what are some similar solutions to my problem?

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Engine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

    - by Douglas
    Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering Now let's say that the physics detects a collision between a bullet and a character in stage 1. Two frames later the game logic may choose to remove that bullet from the simulation, however none of the other copies of the data for the other pipeline stages will get this information. How is this sort of thing and other things like it get handled? Do you generally make changes like this to every pipeline stage's data at the end of a frame?

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  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

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  • Page for Page Redirect in Google App Engine

    - by clifgray
    I have recently changed domain name for a webapp I run on Google App Engine and I am wondering if there is a simple way to do a page for page redirect from my old website to the new domain. Everything code wise is staying exactly the same but I just want it to go to the new domain. I am using python and the webapp2 framework for the webapp. I know I could go through and for every single handler do: webapp2.redirect('the specific url', permanent=True) But I am hoping for a simpler solution.

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • App Engine charges in November 2011 [closed]

    - by broiyan
    I had a billing enabled test application on Google App Engine left over from early 2011. I have not received a bill in many months because I have not been hitting the URL and according to the activity monitor, nobody has. Then unexpectedly in November 2011, I received 2 bills in as many weeks for quite minimal amounts. Checking the monitor it looks like nobody has been hitting the URL and according to the SQL-like search, there is nothing in the Datastore. I know that GAE has left the "preview" in recent weeks but I am not sure how that would affect what is essentially a dormant application with no Datastore objects. Has GAE started charging for completely unused applications in recent weeks? Edit: Most of my applications were already disabled and I have just disabled the only one that was enabled but unused the past several months. If I get another bill next week that should be informative.

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  • Visual Studio App.config XML Transformation

    - by João Angelo
    Visual Studio 2010 introduced a much-anticipated feature, Web configuration transformations. This feature allows to configure a web application project to transform the web.config file during deployment based on the current build configuration (Debug, Release, etc). If you haven’t already tried it there is a nice step-by-step introduction post to XML transformations on the Visual Web Developer Team Blog and for a quick reference on the supported syntax you have this MSDN entry. Unfortunately there are some bad news, this new feature is specific to web application projects since it resides in the Web Publishing Pipeline (WPP) and therefore is not officially supported in other project types like such as a Windows applications. The keyword here is officially because Vishal Joshi has a nice blog post on how to extend it’s support to app.config transformations. However, the proposed workaround requires that the build action for the app.config file be changed to Content instead of the default None. Also from the comments to the said post it also seems that the workaround will not work for a ClickOnce deployment. Working around this I tried to remove the build action change requirement and at the same time add ClickOnce support. This effort resulted in a single MSBuild project file (AppConfig.Transformation.targets) available for download from GitHub. It integrates itself in the build process so in order to add app.config transformation support to an existing Windows Application Project you just need to import this targets file after all the other import directives that already exist in the *.csproj file. Before – Without App.config transformation support ... <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Target Name="BeforeBuild"> </Target> <Target Name="AfterBuild"> </Target> </Project> After – With App.config transformation support ... <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="C:\MyExtensions\AppConfig.Transformation.targets" /> <Target Name="BeforeBuild"> </Target> <Target Name="AfterBuild"> </Target> </Project> As a final disclaimer, the testing time was limited so any problem that you find let me know. The MSBuild project invokes the mage tool so the Framework SDK must be installed. Update: I finally had some spare time and was able to check the problem reported by Geoff Smith and believe the problem is solved. The Publish command inside Visual Studio triggers a build workflow different than through MSBuild command line and this was causing problems. I posted a new version in GitHub that should now support ClickOnce deployment with app.config tranformation from within Visual Studio and MSBuild command line. Also here is a link for the sample application used to test the new version using the Publish command with the install location set to be from a CD-ROM or DVD-ROM and selected that the application will not check for updates. Thanks to Geoff for spotting the problem.

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  • Google App Engine - Blob Store Service with a Dispatcher Servlet

    - by Rahul
    I have a central dispatcher servlet that has a servlet mapping of : <servlet-mapping> <servlet-name>dispatcher</servlet-name> <url-pattern>/</url-pattern> </servlet-mapping> When i try to use the blob store service's createUploadUrl("/uploadComplete") it maps to a URL for e.g *'/_ah/upload/agp0d2VldG15cGljchsLEhVfX0Jsb2JVcGxvYWRTZXNzaW9uX18YEgw'*. Before the Blob store service can handle the upload and redirect to /uploadComplete; my dispatcher servlet gets called and i am therefore not being able to upload anything. Is there a servlet/ filter that i can map to /_ah/upload/* in my web.xml ? How do i avoid the dispatcher servlet from getting called before the Blob store service can do its thing?

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  • in app purchases question

    - by bdt
    I am looking into the iPhone in app purchased models and need to implement a subscription. Ex content will be available for 24 hours. Now the most important thing is that it needs to be available on all the other devices, so bought on the iPhone, viewable on the iPad. I'm not sure how this works ? I need to store some information on the developer server but is this the transaction id and current date/time so when launching the app on the iPad, you will attempt to buy the content again. Apple will see that this user already bought that and hopefully returns the transaction ID. At that moment I can verify if the time limit it still valid or not. Can anyone confirm this method off working? If this is correct is there a 'renew'?

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  • Change MS Patch custom language

    - by nelusan
    How can I change the default UI language when installing a patch/update? The problem is that the patch takes the initial language in which the setup to be patched was installed and not the current system language (defined in Reginal Settings/Advanced Options). I wonder if there is a property or switch that I can pass to a msp file to change its UI language. Example: I created 'setup_v00.exe' (english and french) and a patch 'update_v00_v01.exe' (english and french); with system language = english, 'setup_v00.exe' installs in english; change system language in french; with system language = french, 'update_v00_v01.exe' still installs in english but I want it to install with a french interface;

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  • Google App engine Url Mapping using WSGIAppl and regx grouping Help Needed

    - by spidee
    Hi take this example from google docs class BrowseHandler(webapp.RequestHandler): > def get(self, category, product_id): > # Display product with given ID in the given category. > > > # Map URLs like /browse/(category)/(product_id) to > BrowseHandler. application = > webapp.WSGIApplication([(r'/browse/(.*)/(.*)', > BrowseHandler) > ], > debug=True) > > def main(): > run_wsgi_app(application) > > if __name__ == '__main__': > main() How can i change the regx groupings so that Product id is optional ie the url http://yourdomain.com/category will be sent to the browse handler in the current above example you must add a product id or at least the / after the category ie http://yourdomain.com/category/ r'/browse/(.)/(.)' Any ideas?

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  • In google app engine, how to iterate through form fields (python, wsgiref.handlers)

    - by MarcoB
    Using python and wsgiref.handlers, I can get a single variable from a form with self.handler.request.get(var_name), but how do I iterate through all form variables, be they from GET and POST? Is it something like this? for field in self.handler.request.fields: value = self.handler.request.get(field) Again, it should include both fields included in the POST and fields from the query string, as in a GET request. Thanks in advance folks...

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  • how do i install a game patch on an external hard drive

    - by shadow
    I have a 2tb external hard drive and I want to install battlefield 1942 on it. i can get the game on the hard drive without problems, and it runs great. the problem is that i have an outdated version, and i need to install a patch. thats when it gets iffy. i get the patch and start the install, and it finishes, but it doesnt install to the game itself. it goes to its own seperate folder, and that does nothing to the game. the patch installer doesnt ask me where the game is, and so im thinking that it cant find the game itself, and then screws up. any help would be great!

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  • Using App Engine to update a database in a app

    - by tyczj
    I have been reading about app engine but I still dont know what I can and cant do with it in a android application. Basically what I want to do is be able to create/manage a database in the cloud that the app can pull down and update the local database if needed. Creation and managing would be done outside of the app by me. I dont know much about all of this as I am just getting started with it but I already have an application made, I just want to add this feature to it. I have never written any sort of Web Service calls or anything either but I have used them to get data and such Can this be done? Any tutorials out there to help me out?

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