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  • Easy to use cross-platform 3D engines for C++ game development?

    - by davr
    I want to try my hand at writing a 3D game. However I don't want to start at such a low level of drawing individual triangles and writing my own 3D object loader and so on. I've heard of things like Irrlicht, Crystal Space 3D, and Cafu, but I don't have any experience with any of them. I'm looking for suggestions from people who have experience with these or other engines on which ones are well written, and are easy to get started using, without having to learn a ton of 3D math theory and how GPU's work internally.

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  • Graphical quality of open source vs. commercial games

    - by Toktik
    I'm new in Game development. I have researched many open source games. But I have not met any open source game which has high quality graphics, comparable to these found in commercial games. What is the reason for this? Are open source game engines not advanced enough to support such graphics or is there just a lack of assets, textures and models? I know that this question is very general, I would like to hear some points of view.

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  • Emacs: methods for debugging python

    - by Tom Willis
    I use emacs for all my code edit needs. Typically, I will use M-x compile to run my test runner which I would say gets me about 70% of what I need to do to keep the code on track however lately I've been wondering how it might be possible to use M-x pdb on occasions where it would be nice to hit a breakpoint and inspect things. In my googling I've found some things that suggest that this is useful/possible. However I have not managed to get it working in a way that I fully understand. I don't know if it's the combination of buildout + appengine that might be making it more difficult but when I try to do something like M-x pdb Run pdb (like this): /Users/twillis/projects/hydrant/bin/python /Users/twillis/bin/pdb /Users/twillis/projects/hydrant/bin/devappserver /Users/twillis/projects/hydrant/parts/hydrant-app/ Where .../bin/python is the interpreter buildout makes with the path set for all the eggs. ~/bin/pdb is a simple script to call into pdb.main using the current python interpreter HellooKitty:hydrant twillis$ cat ~/bin/pdb #! /usr/bin/env python if __name__ == "__main__": import sys sys.version_info import pdb pdb.main() HellooKitty:hydrant twillis$ .../bin/devappserver is the dev_appserver script that the buildout recipe makes for gae project and .../parts/hydrant-app is the path to the app.yaml I am first presented with a prompt Current directory is /Users/twillis/bin/ C-c C-f Nothing happens but HellooKitty:hydrant twillis$ ps aux | grep pdb twillis 469 100.0 1.6 168488 67188 s002 Rs+ 1:03PM 0:52.19 /usr/local/bin/python2.5 /Users/twillis/projects/hydrant/bin/python /Users/twillis/bin/pdb /Users/twillis/projects/hydrant/bin/devappserver /Users/twillis/projects/hydrant/parts/hydrant-app/ twillis 477 0.0 0.0 2435120 420 s000 R+ 1:05PM 0:00.00 grep pdb HellooKitty:hydrant twillis$ something is happening C-x [space] will report that a breakpoint has been set. But I can't manage to get get things going. It feels like I am missing something obvious here. Am I? So, is interactive debugging in emacs worthwhile? is interactive debugging a google appengine app possible? Any suggestions on how I might get this working?

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  • Open source vs commercial game engines

    - by Vanangamudi
    How commercial game accomplsih stunnning graphics with smooth game play? I am a huge die hard fan and follower of GNU Stallman and his philosophies and other Libre people Cmon how wud I miss Linus. but I got to admit commercial games does excellent jobs. One such good example is Assasin's Creed from Ubisoft. It has good quality graphcis and plays smoothly in my Dual core CPU with Nvidia Geforce 8400ES. Rockstar GTA4 has awesome graphcis but it's slower than AC considering the graphics quality tradeoff. Age of Empires from Ensemble studios, does include Massive crowd AI simulation, yet it plays so smoothly with eyecandy graphics and very large weapon sets and different techtree elements on the other hand. Open source games like Glest, 0A.D(still in alpha :) are not so smooth even though they have very restricted abilities? Coming to question: how do game companies achieve such optmizations, or the open source community is not doing optimizations, or there are any propriarity technological elements that benefits only the companies exists huh?? e.g the OpenSubDiv from Pixar just released open to community?? something like that. and why it is hard to implement optimizations? are there any legal restrictions???

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  • HTML5 mobile game development vs. native game apps

    - by Vic Szpilman
    What is the current state of game engines, frameworks, libraries and conversions related to the HTML5 set of technologies (including CSS3 and JavaScript libraries such as RaphaelJS, Impact, gameQuery); and how does the best of that compare with developing a native app (especially for iOS and Android)? Especially in terms of performance, visuals and getting that "native feel". Thoughts on solutions such as Appcelerator and Corona SDK are also appreciated. In regards to Unity3D, is it possible to develop in it and still have the game be playable on a browser (such as current releases of Chrome or Firefox, at least) without any dependencies or having the user install anything (no unity web player). What I'm looking for is how to develop in web standards as to reach the maximum number of platforms (including outside mobile) while still retaining a native experience for mobile without having to implement the game anew for iOS and Android.

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • Time/duration handling in strategic game

    - by borg
    I'm considering developing a space opera game, having already done some game design. Technically, though, I'm coming from a business applications background. Hence I don't really know how I should handle time and duration. Let's state the matter clearly: what if something is bound to happen in 5 hours and on which other events depend. For example the arrival of some space ship in some system where some defense systems are present, hence a fight would start. Should I use some kind of scheduler (like Quartz in my java land) to trigger the corresponding event when due (I plan to use events for communication)? Something else?

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  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OOP interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Resource management question. Resource containing resource

    - by bobenko
    I have resource manager handling as usual resource loading, unloading etc. With resources such an images, mesh no problem. But what to do when I have resource containing other resource (for example spriteFont contains reference to sprite and letters description). Should that sprite be added to resource manager? Or my spriteFont must be the only owner of that resource? Any thoughts on this. Have you faced with such problem? Thanks in advance.

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  • Is Java viable for serious game development?

    - by tehtros
    Ever since I was a little kid, my dream has been to develop games. Well, now that I am older, more mature, and have some programming experience, I would like to start. However, I would like to turn this into a career. The problem, is that my language of choice is Java. Now, I am not intending this to be a Java vs. C++ question, but rather, is Java an acceptable language for serious game development, instead of lower level languages like C++. By serious, I mean high quality graphics, and being able to play a game with said high quality graphics, without much lag on decent computers. Also, eventually, possible making it to consoles. I have scoured the internet, but there are not very many resources for Java game development, not nearly as many as C++. In fact, most engines are written in C++. Once, I tried to play a made with jMonkeyEngine. The game was terribly slow, to the point where my computer froze. I had no other Java applications running and nothing too resource intensive. Keep in mind, that my computer can play most modern 3D games with ease. So, I am really serious about game development, is Java still a viable choice? I have tried multiple times to learn C++, but I don't really like the language. I don't really know why, but usually, whenever I try to learn, I can never grasp the topics. Also, my most of my friends know Java, and one is even anti-C++, saying that no one knows how to use it right. Then, he goes to say that "there is no right way to use C++, that it can not be used correctly. The nature of the language prevents good code." Also, if I continue to learn and improve Java now, and it turns out that later I am required to learn C++, will making the switch be difficult? So, in short, can Java be taken serious, for serious game development. This includes heavy graphics, fast game play without lag, and possibly, and easy switch to consoles?

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  • What happens differently when you add a task Asynchronously on GAE?

    - by Ben Grunfeld
    Google's doc on async tasks assumes knowledge of the difference between regular and asynchronously added tasks. add_async(task, transactional=False, rpc=None) Asynchronously add a Task or a list of Tasks to this Queue. How is adding tasks asynchronously different to adding them regularly. I.e. what is the difference between using add(task, transactional=False) and add_async(task, transactional=False, rpc=None) I've heard that adding tasks regularly blocks certain things. Any explanation of what it blocks and how, and how async tasks don't block would be greatly appreciated.

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  • How should calculations be handled in a document database

    - by Morten
    Ok, so I have a program that basically logs errors into a nosql database. Right now there is just a single model for an error and its stored as a document in the nosql database. Basically I want to summarize across different errors and produce a summary of the "types" of errors that occured. Traditionally in a SQL database the this normalization would work with groupings, sums and averages but in a NoSQL database I assume I need to use mapreduce. My current model seems unfit for the task, how should I change the way I store "models" in order to make statistical analysis easy? Would a NoSQL database even be the right tool for this type of problem? I'm storing things in Google AppEngine's BigTable, so there are some limitations to think of as well.

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  • Nginx and Google Appengine Reverse Proxy Security

    - by jmq
    The scenario is that I have a Google compute node running Nginx as a reverse proxy to the google appengine. The appengine is used to service REST calls from an single page application (SPA). HTTPS is used to the Nginx front end from the Internet. Do I also need to make the traffic from the Nginx reverse proxy to the appengine secure by turning on HTTPS on the appengine? I would like to avoid the overhead of HTTPS between the proxy and the backend. My thinking was that once the traffic has arrived at Nginx encrypted, decrypted in Nginx, and then sent via the reverse proxy inside of Google's infrastructure it would be secure. Is it safe in this case to not use HTTPS?

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  • Does concurrency inherently introduce "randomness" into a game?

    - by Jeff
    When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? Note that when I use the word "random", I'm not meaning to launch into a philosophical debate about the deterministic nature of the system. I understand that concurrency is deterministic in the sense that the operating system decides which processes to allow time on the CPU and in what order (or the JVM controls which Thread's turn it is to execute, etc). But my understanding of this is that there is no way to control or predict whether one thread's next command will execute before or after another. The reason I'm asking is because this seems like a fundamental difficulty for game development where a game is supposedly designed around a player's skill. Consider a game like League of Legends. Assume that two players are battling it out. It's a very close contest between the two and it's coming down to the wire -- so much so that whoever gets their last attack off will be the one to kill the other and win the game for their team. If the players are implemented using concurrency and the situation really was like this, is it essentially out of the players' hands at this point? Is the outcome of this match all up to whatever system is arbitrarily deciding which player's thread/process will execute next? If not, what am I misunderstanding about concurrency? If so, is there any way around this problem so that a game of skill can always be a game of skill, especially in those most crucial moments?

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  • Thoughts and comments on Search Neutrality?

    - by SprocketGizmo
    Following the cases brought forward by Foundem, Ciao!, and eJustice.fr what are your thoughts on Search Neutrality? Should search engines be regulated by the FCC or FTC similarly to the way the FCC is pushing to regulate Net Neutrality? Relevant Articles: Op-Ed to the New York Times from the founder of Foundem Excerpt from Book on Search/Net Neutrality Blog discussing preceding link. Site founded by Foundem to promote Search Neutrality awareness.

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • What would be the Query to get exact same result like Windows 7 start menu search for Programs using Windows Search service?

    - by Somnath
    I would like to implement the same search application like Windows 7 using microsoft.search.interop.dll, C#. Currently I'm using System.Kind property to retrieve information regarding the programs from Windows Search but the results set does not look same like Windows 7 search. Order of items are different. SELECT TOP 3 System.ItemNameDisplay, System.DateAccessed FROM SystemIndex WHERE System.ItemNameDisplay LIKE 'ad%' AND (System.Kind='Program') What would be the Query to get exact same result like Windows 7 start menu search for Programs? As an example : search token = 'ad' Windows 7 search result Adobe Reader 9, Add a device, Adobe Photoshop 7.0 Search Result from my code Adobe ImageReady 7.0 , Adobe Photoshop 7.0 , Adobe Reader 9

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • Oracle Index Skip Scan

    - by jchang
    There is a feature, called index skip scan that has been in Oracle since version 9i. When I across this, it seemed like a very clever trick, but not a critical capability. More recently, I have been advocating DW on SSD in approrpiate situations, and I am thinking this is now a valuable feature in keeping the number of nonclustered indexes to a minimum. Briefly, suppose we have an index with key columns: Col1 , Col2 , in that order. Obviously, a query with a search argument (SARG) on Col1 can use...(read more)

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  • Replicate GAE Datastore On A Server LAN in Java

    - by Franz Noel
    There may be instances wherein one Company Client may not have internet connection on their vicinity. Either their Internet Service Provider currently experience a down time or there are some other problems involving the network, but not their LAN. GAE seems to be needing a connection at all times in the internet. I only need GAE Datastore. I'm thinking about a different application. Creating a Java Swing Client, for instance, and connecting to the Office Server via HRD of GAE Datastore. When I tried to check on the solutions for Java, it does not say anything about uploading all data and I do not need the App. I just need the GAE Datastore. In Java GAE, only indexes can be able to be manipulated. So, is there any tricks/ideas that you can use HRD with GAE Datastore on Java with an Internal Office Server combined? This way, it may provide service even during network down times. (Can somebody create me a tag of gae-datastore, please.)

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • Design Patterns and their most common uses for them [closed]

    - by cable729
    Possible Duplicate: What are some programming design patterns that are useful in game development? As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had before. So now I'm looking at design patterns that I can use for my next project. One design pattern that I've seen a lot is the 'composition method,' which uses actors and components. Is that the right name for it? I'd like to look more at this and see what the advantages/pitfalls are. So what design patterns are out there, and what are the advantages/disadvantages to them?

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