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  • Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

    - by Coyote
    I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with 3 arrays: pointers to components pointers to sub entities communication subscribers (temporary implementation) Now when an entity is built it has a few components as you might expect and also I can attach sub entities which are handled with some dedicated code in the Entity and Component classes. I noticed sub entities are sharing data in 3 parts: position: the sub entities are using the parent's position and their own as an offset. scrips: sub entities are draining ammo and energy from the parent. physics: sub entities add weight to the parent I made this to quickly go forward, but as I'm slowly fixing current implementations I wonder if this wasn't a mistake. Is my current implementation something commonly done? Will this implementation put me in a corner? I thought it might be a better thing to create some sort of SubEntityComponent where sub entities are attached and handled. But before changing anything I wanted to seek the community's wisdom.

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  • Relationship between Repository and Unit of Work

    - by NullOrEmpty
    I am going to implement a repository, and I would like to use the UOW pattern since the consumer of the repository could do several operations, and I want to commit them at once. After read several articles about the matter, I still don't get how to relate this two elements, depending on the article it is being done in a way u other. Sometimes the UOW is something internal to the repository: public class Repository { UnitOfWork _uow; public Repository() { _uow = IoC.Get<UnitOfWork>(); } public void Save(Entity e) { _uow.Track(e); } public void SubmittChanges() { SaveInStorage(_uow.GetChanges()); } } And sometimes it is external: public class Repository { public void Save(Entity e, UnitOfWork uow) { uow.Track(e); } public void SubmittChanges(UnitOfWork uow) { SaveInStorage(uow.GetChanges()); } } Other times, is the UOW whom references the Repository public class UnitOfWork { Repository _repository; public UnitOfWork(Repository repository) { _repository = repository; } public void Save(Entity e) { this.Track(e); } public void SubmittChanges() { _repository.Save(this.GetChanges()); } } How are these two elements related? UOW tracks the elements that needs be changed, and repository contains the logic to persist those changes, but... who call who? Does the last make more sense? Also, who manages the connection? If several operations have to be done in the repository, I think using the same connection and even transaction is more sound, so maybe put the connection object inside the UOW and this one inside the repository makes sense as well. Cheers

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • Distributing an Android game with plugins via the market

    - by Peter Serwylo
    I'm new to Android development, and was wondering how the following could be achieved within the confines of the Android market as a distribution channel: One main application, which handles the main menu, networking, high scores, etc. Several games which can be launched from the main menu, which all work within the same eco system. The main application is not just a pseudo launcher for other games, these different games will share high scores and other achievements/preferences. In a traditional package management system such as apt, pacman or yum, this could be handled quite happily through dependencies. This does not appear to be possible via the Android market. The closest I've seen is when apps scan to check if the required app is installed, and if not, launches the market and asks the user to download the app. This sounds like a very messy solution. It also begs the question, would they download the game (plugin) first, which then downloads the main shell application? Or would they download the main shell application, and when they navigate to a menu item which says "Play game", then it scans for any installed games, and if none exist, redirects to the market? Also, I'm not even sure if it is possible to dig up the package from another application on the device, and start invoking classes from within (e.g. when you want to launch the game (plugin)) A final option is just to have a 3rd component which is a .jar that each game includes, which effectively contains the entire shell application. Then each game would appear to have the same menu, but it would become a nightmare as soon as you want to update the menu component and have to re-release each game. It would be especially worse if other people released games (plugins) based on the same framework and didn't update them. Is there any other options which I haven't thought of? Has anyone else solved this or seen a solution in any apps they've installed (doesn't have to be games)? cheers.

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  • Few GUI problems with minimal install

    - by Toki Tahmid
    I installed a minimal Ubuntu with a complete functional GUI, but facing a few problems. nm-applet's icon won't show in the notification area, but I can connect to wired internet fine. I am not able to configure my wireless or VPN this way. gksu's authentication screen is different from the usual graphical authentication - the screen turns gray as usual, but there are more options like save password for this session or keyring. And most importantly, it won't accept my password no matter what. And lastly, Gwibber seems to install no matter what, but there's not a single package in my knowledge that I installed has anything related to Gwibber. I would welcome any help regarding these three issues. I did not mention what packages I installed, because the list is long, but I will do so if anyone requests. Thank you in advance!

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  • What is the most effective way to add functionality to unfamiliar, structurally unsound code?

    - by Coder
    This is probably something everyone has to face during the development sooner or later. You have an existing code written by someone else, and you have to extend it to work under new requirements. Sometimes it's simple, but sometimes the modules have medium to high coupling and medium to low cohesion, so the moment you start touching anything, everything breaks. And you don't feel that it's fixed correctly when you get the new and old scenarios working again. One approach would be to write tests, but in reality, in all cases I've seen, that was pretty much impossible (reliance on GUI, missing specifications, threading, complex dependencies and hierarchies, deadlines, etc). So everything sort of falls back to good ol' cowboy coding approach. But I refuse to believe there is no other systematic way that would make everything easier. Does anyone know a better approach, or the name of the methodology that should be used in such cases?

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  • Using an actor model versus a producer-consumer model?

    - by hewhocutsdown
    I'm doing some early-stage research towards architecting a new software application. Concurrency and multithreading will likely play a significant part, so I've been reading up on the various topics. The producer-consumer model, at least how it is expressed in Java, has some surface similarities but appears to be deeply dissimilar to the actor model in use with languages such as Erlang and Scala. I'm having trouble finding any good comparative data, or specific reasons to use or avoid the one or the other. Is the actor model even possible with Java or C#, or do you have do use one of the languages built for the purpose? Is there a third way?

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  • Avoiding Duplicate Content Penalties on a Corporate/Franchise website

    - by heath
    My question is really an extension of a previous question that was ported from stackoverflow and closed so I cannot edit it. The basic gist is a regional franchise company has decided to force all independent stores into one website look; they currently all have their own domains and completely different websites. After reading the helpful answers and looking over some links provided, I think my solution is to put a 301 on each franchise store site (acme-store1.com, acme-store2.com, etc) back to the main corporate site (acme.com). All of the company history, product info, etc (about 90% of the entire site) applies to all stores. However, each store should have some exclusive content such as staff, location pictures, exclusive events and promotions, etc. I originally thought that I would simply do something like acme.com/store1/staff, acme.com/store2/staff, etc for the store exclusive content and then acme.com/our-company, for example, would cover all stores. However, I now see two issues that I don't know how to solve. They want to see site stats based on what store site they came from. If a user comes from acme-store1.com, is redirected to acme.com and hits several pages, don't I need to somehow keep that original site in the new url to track each page in that user's session and show they originally came from acme-store1.com? Each store is still independently owned and is essentially still in competition with the other stores, albeit, in less competition than they are with other brands. This is important because each store would like THEIR contact info, links to their social media pages, their mailing list sign-up and customer requests on EVERY page. So if a user originally goes to acme-store1.com and is redirected to acme.com, it still should look to the user that it's all about store 1, even though 90% of the content will be exactly the same as it is in the store 2, store 3 and corporate site. For example, acme.com/our-company would have the same company history, same header/footer/navigation, BUT depending on the original site the user came from, it would display contact and links to THAT store. If someone came directly to the corporate site, it would display their contact and links (they have their own as well). I was considering that all redirects would be to store1.acme.com, store2.acme.com, etc (or acme.com/store1) and then I can dynamically add the contact info and appropriate links based on the subdomain or subfolder. But, then I have to worry about duplicate content penalties because, again, about 90% of the text in these "subdomains" are all the same. For reference, this is a PHP5 site. I've already written a compact framework utilizing templates and mod-rewrite that I've used for other sites. Is this an easy fix that I'm just not grasping? Any suggestions?

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  • iOS chat application design, sending/relaying the message over to the end user

    - by AyBayBay
    I have a design question. Let us say you were tasked with building a chat application, specifically for iOS (iOS Chat Application). For simplicity let us say you can only chat with one person at a time (no group chat functionality). How then can you achieve sending a message directly to an end user from phone A to phone B? Obviously there is a web service layer with some API calls. One of the API calls available will be startChat(). After starting a chat, when you send a message, you make another async call, let us call it sendMessage() and pass in a string with your message. Once it goes to the web service layer, the message gets stored in a database. Here is where I am currently stuck. After the message gets sent to the web service layer, how do we then achieve sending/relaying the message over to the end user? Should the web server send out a message to the end user and notify them, or should each client call a receiveMessage() method periodically, and if the server side has some info for them it can then respond with that info? Finally, how can we handle the case in which the user you are trying to send a message to is offline? How can we make sure the end user gets the packet when he moves back to an area with signal?

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  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Ubuntu KVM Networking

    - by Guest
    I have two VMs ( linux based VM ) running on a UBUNTU/QEMU KVM. I am looking at a simple networking model, where in the VMs have public address and need to talk to the outside world and the outside world should be able to talk to the VMs as well. I did this Created a bridge with A.B.C.D/16 ( class B address ) eth2 is part of the brige with A.B.C.E /32 host address VM's interface ( through TAP ) has A.B.C.F / 16 address eth2 and VM interface are both part of the bridge. Now however, I am unable to ping these address from the outside world. If i remove eth2 from the bridge, I am able to ping the eth2. Please let me know what is going on. Guest

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Music Rhythm Game Difficulty Question

    - by David Dimalanta
    I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific pattern depending on the music and the difficulty? I have observed the Guitar Hero 3 game for the game console where the difficulty is set on the number of strings used and possible number of combo (e.g. two-string combo). Compared to the Tap Tap Revenge for the Android and iPhone, the difficulty based on the number of BPM (Beat per Minute), meaning, number of targets spawn and must be hit.

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • Ensuring non conflicting components in a modular system

    - by Hailwood
    So lets say we are creating a simple "modular system" framework. The bare bones might be the user management. But we want things like the Page Manager, the Blog, the Image Gallery to all be "optional" components. So a developer could install the Page Manager to allow their client to add a static home page and about page with content they can easily edit with a wysiwyg editor. The developer could then also install the Blog component to allow the client to add blog entries. The developer could then also install the Gallery component to allow the client to show off a bunch of images. The thing is, all these components are designed to be independent, so how do we go about ensuring they don't clash? E.g. ensuring the client doesn't create a /gallery page with the Page Manager and then wonder why the gallery stopped working, or the same issue with the Blog component, assuming we allow the users to customize the URL structure of the blog (because remember, the Page Manager doesn't necessarily have to be there, so we might not wan't our blog posts to be Date/Title formatted), likewise our clients aren't always going to be happy to have their pages under pages/title formatting. My core question here is, when building a modular system how to we ensure that the modules don't conflict without restricting functionality? Do we just leave it up to the clients/developer using the modules to ensure they get setup in a way that does not conflict?

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  • 12.04, nvidia-settings makes one of my dual monitors grey and useless, disables network

    - by Kerrick
    I'm running Ubuntu 12.04 64-bit, Precise Pangolin, with a PNY GTS 250 1GB video card and a monitor plugged into each of the DVI ports. I'm using the proprietary drivers (post-release updates). If I set anything to do with Separate X Screens up in nvidia-settings (and write it to xorg.conf and reboot), my second monitor has a grey background, no menu bar, no ability to have a window on it, the second monitor doesn't get picked up in a screneshot, and if I move my mouse cursor to it it's an ugly black X. Plus, my network is unable to connect to anything. If I subsequently delete /etc/X11/xorg.conf and reboot, everything goes back to working, albeit with a single monitor activated. If I set anything to do with TwinView up in nvidia-settings, my second monitor starts working, but it isn't seen as a second monitor by Ubuntu, so I can't apply color calibration to it separately. Plus, my mouse gets "caught" between the monitors every time I try to move my cursor between the two. What gives? If it helps, this is the xorg.conf that nvidia-settings generates for Separate X Screens.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • How to manage my model

    - by Christophe Debove
    I have in my model, a list of Classes : Player, NonPlayerCharacter, Monster, Item, NonMovableItem etc With AndEngine I've a list of sprite for each piece of my model, How can I manage the relashionship between my model's classes and the graphical elements, what is the degree of abstaction recommended for my problem? One sprite for one Model or one Model for one Sprite or n for n for exemple If I do drag&drop have I to make abstraction of the Sprite Class, another exemple a map is a List of sprite or a list of element of my model?

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  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

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  • How to prepare WiFi for an on-stage demo?

    - by Jeremy White
    Today at WWDC, Steve Jobs gave his keynote and ended up having a failure on-stage when connecting to WiFi. Google had a similar issue a few weeks ago in the same conference center. Please reference the following article for more information. http://news.cnet.com/8301-31021_3-20007009-260.html I am looking for information on how to best prepare a demo which uses a closed wireless network in front of a large audience. Note that the network will be closed, and will not require internet access. What steps can I take to prevent interference from existing WiFi, Bluetooth, etc? How can I best prevent curious/malicious people from trying to intrude on my WiFi network? I am open to recommendations on specific models of routers.

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  • Java applet game design no keyboard focus

    - by Sri Harsha Chilakapati
    THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not working. Here's an SSCCE. public class Game extends JApplet implements Runnable { public void init(){ // Initialize the game when called by browser setFocusable(true); requestFocus(); requestFocusInWindow(); // Always returning false GInput.install(this); // Install the input manager for this class new Thread(this).start(); } public void run(){ startGameLoop(); } } And Here's the GInput class. public class GInput implements KeyListener { public static void install(Component c){ new GInput(c); } public GInput(Component c){ c.addKeyListener(this); } public void keyPressed(KeyEvent e){ System.out.println("A key has been pressed"); } ...... } This is my GInput class. When run as an applet, it doesn't work and when I add the Game class to a frame, it works properly. Thanks

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  • How to avoid code duplication for a system which has logic that may change year wise?

    - by aravind
    What would be the way to design a system which has logic that may change year wise? There is an application which conducts online exams. There are five questions for a particular subject. The questions may (or may not) change year wise. As per my current design, the questions in database are stored year wise. There are some year specific code logic as well. In order to enable the application for another year, the year specific database records and code will be copied or duplicated. How to avoid this code duplication?

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  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

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