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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • What kind of performance issues does multiple instances of the exact same object have on a game?

    - by lggmonclar
    I'm fairly new to programming, and I've pretty much learned all the things I know on the go, while working on projects. The problem is that there some things that I just don't know where to begin searching. My question is about performance, and how can multiple instances of the same object affect it -- Specifically, I'm talking about XNA's "GraphicsDevice" class. I have it instanced on four different parts of my game, and in three of those, the object has the exact same values for all the attributes. So, in that case, should I be using the same instance of GraphicsDevice, passing it as a parameter, even if I use it in different classes? I apologize if the question seems redundant, but like I said, I've taught myself most of what I know, so there are quite a few "holes" in my learning process.

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  • What are the things to know before to start Game Development Using C++?

    - by adietan63
    I just want to ask the question above ^. I want to learn C++ language. Someday i want to develop Game Application in c++ and I think it is so difficult for me to achieve that but im willing to learn and achieve that goals for may personal satisfaction and also for my CV as well. Can you give me a guidelines on how to achieve that goals? What are the languages that i need to learn together with c++? please help me.. Thank you!

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  • Multiplayer in a game. How to design it object wise?

    - by Ninetou
    I was suggested on StackOverflow to ask this question here. I'm working on a simple game and I was thinking of adding multiplayer feature but I'm a bit stuck. I'm not sure what approach should I take, keeping in mind good programming practices. I have a Player object which is created for each player but then I have many other classes that would have to be able to access them. The thing is, if I initialise them in, let's say my main method, then I can't relate to different instances of player class from other classes. The only solution to my problem that comes to my mind is using some form of global objects but afaik using anything globally in apps is usually not a good practice. Any suggestions/ideas?

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  • Should my game handle collisions in the Player object?

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time.

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  • Which countries have suitable laws for game development companies? [on hold]

    - by yoni0505
    Which countries are most suitable for game companies? By suitable I mean: Their laws let the business be more profitable. (for example: low taxes) Have less bureaucracy. (for example: creating a company, employment laws) Living there isn't expensive. (for example: rent and food prices) etc... In short - maximum revenue with minimum overhead. What other things do I have to consider when choosing the place to be in? Are there any articles about this subject? (I couldn't find any)

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  • error C2146: syntax error : missing ';' before identifier 'vertices'

    - by numerical25
    I would usually search for this error. But in VS C++ Express, this error comes up for just about every mistake you do. Any how I recieve this error below error C2146: syntax error : missing ';' before identifier 'vertices' everytime I add the following code at the top of my document // Create vertex buffer SimpleVertex vertices[] = { D3DXVECTOR3( 0.0f, 0.5f, 0.5f ), D3DXVECTOR3( 0.5f, -0.5f, 0.5f ), D3DXVECTOR3( -0.5f, -0.5f, 0.5f ), }; below is the code in it's entirety. Cant figure out whats wrong. thanks // include the basic windows header file #include "D3Dapp.h" class MyGame: public D3Dapp { public: bool Init3d(); }; MyGame game; // Create vertex buffer SimpleVertex vertices[] = { D3DXVECTOR3( 0.0f, 0.5f, 0.5f ), D3DXVECTOR3( 0.5f, -0.5f, 0.5f ), D3DXVECTOR3( -0.5f, -0.5f, 0.5f ), }; // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { game.InitWindow(hInstance , nCmdShow); return game.Run(); } bool MyGame::Init3d() { D3Dapp::Init3d(); return true; }

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  • Is there a perfect algorithm for chess?

    - by Overflown
    Dear Stack Overflow community, I was recently in a discussion with a non-coder person on the possibilities of chess computers. I'm not well versed in theory, but think I know enough. I argued that there could not exist a deterministic Turing machine that always won or stalemated at chess. I think that, even if you search the entire space of all combinations of player1/2 moves, the single move that the computer decides upon at each step is based on a heuristic. Being based on a heuristic, it does not necessarily beat ALL of the moves that the opponent could do. My friend thought, to the contrary, that a computer would always win or tie if it never made a "mistake" move (however do you define that?). However, being a programmer who has taken CS, I know that even your good choices - given a wise opponent - can force you to make "mistake" moves in the end. Even if you know everything, your next move is greedy in matching a heuristic. Most chess computers try to match a possible end game to the game in progress, which is essentially a dynamic programming traceback. Again, the endgame in question is avoidable though. -- thanks, Allan Edit: Hmm... looks like I ruffled some feathers here. That's good. Thinking about it again, it seems like there is no theoretical problem with solving a finite game like chess. I would argue that chess is a bit more complicated than checkers in that a win is not necessarily by numerical exhaustion of pieces, but by a mate. My original assertion is probably wrong, but then again I think I've pointed out something that is not yet satisfactorily proven (formally). I guess my thought experiment was that whenever a branch in the tree is taken, then the algorithm (or memorized paths) must find a path to a mate (without getting mated) for any possible branch on the opponent moves. After the discussion, I will buy that given more memory than we can possibly dream of, all these paths could be found.

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  • iPhone programming - problem with CoreFoundation forking, PLEASE for the love of god help! lol

    - by Tom
    Hello all, I've been working on an iPhone for several months. It's a 2d shooting game akin to the old Smash TV type games. I'm doing everything alone and it has come out well so far, but now I am getting unpredictable crashes which seem to be related to CoreFoundation forking and not exec()ing, as the message THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONA LITY_YOU_MUST_EXEC__ always shows up somewhere in the debugger. Usually it shows up around a CFRunLoopRunSpecific and is related to either a timer firing or _InitializeTouchTapCount. I cannot figure out exactly what is causing the fork to occur. My main game loop is running on a timer, first updating all the logic and then drawing everything with openGL. There is nothing highly complex or unusual. I understand you cannot make CF calls on the childside of a fork, or access shared memory and things like that. I am not explicitly trying to fork anything. My question is: can anyone tell me what type of activity might cause CoreFoundation to randomly fork like this? I'd really like to finish this game and I don't know how to solve this problem. Thanks for any help.

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  • iPhone programming - problem with CoreFoundation forking

    - by Tom
    Hello all, I've been working on an iPhone for several months. It's a 2d shooting game akin to the old Smash TV type games. I'm doing everything alone and it has come out well so far, but now I am getting unpredictable crashes which seem to be related to CoreFoundation forking and not exec()ing, as the message __THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONA LITY___YOU_MUST_EXEC__ always shows up somewhere in the debugger. Usually it shows up around a CFRunLoopRunSpecific and is related to either a timer firing or _InitializeTouchTapCount. I cannot figure out exactly what is causing the fork to occur. My main game loop is running on a timer, first updating all the logic and then drawing everything with openGL. There is nothing highly complex or unusual. I understand you cannot make CF calls on the childside of a fork, or access shared memory and things like that. I am not explicitly trying to fork anything. My question is: can anyone tell me what type of activity might cause CoreFoundation to randomly fork like this? I'd really like to finish this game and I don't know how to solve this problem. Thanks for any help.

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  • Understanding byte order and functions like CFSwapInt32HostToBig

    - by Typeoneerror
    I've got an enumeration in my game. A simple string message with an appended PacketType is being sent with the message (so it knows what to do with the message) over GameKit WIFI connection. I used Apple's GKRocket sample code as a starting point. The code itself is working fantastically; I just want to understand what the line with CFSwapInt32HostToBig is doing. What on earth does that do? and why does it need to do it? My guess is that it's making sure the PacketType value can be converted to an unsigned integer so it can send it reliably, but that doesn't sound all that correct to me. The documentation states "Converts a 32-bit integer from big-endian format to the host’s native byte order." but I don't understand what the means really. typedef enum { PacketTypeStart, // packet to notify games to start PacketTypeRequestSetup, // server wants client info PacketTypeSetup, // send client info to server PacketTypeSetupComplete, // round trip made for completion PacketTypeTurn, // packet to notify game that a turn is up PacketTypeRoll, // packet to send roll to players PacketTypeEnd // packet to end game } PacketType; // .... - (void)sendPacket:(NSData *)data ofType:(PacketType)type { NSLog(@"sendPacket:ofType(%d)", type); // create the data with enough space for a uint NSMutableData *newPacket = [NSMutableData dataWithCapacity:([data length]+sizeof(uint32_t))]; // Data is prefixed with the PacketType so the peer knows what to do with it. uint32_t swappedType = CFSwapInt32HostToBig((uint32_t)type); // add uint to data [newPacket appendBytes:&swappedType length:sizeof(uint32_t)]; // add the rest of the data [newPacket appendData:data]; // Send data checking for success or failure NSError *error; BOOL didSend = [_gkSession sendDataToAllPeers:newPacket withDataMode:GKSendDataReliable error:&error]; if (!didSend) { NSLog(@"error in sendDataToPeers: %@", [error localizedDescription]); } }

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  • Representing game states in Tic Tac Toe

    - by dacman
    The goal of the assignment that I'm currently working on for my Data Structures class is to create a of Quantum Tic Tac Toe with an AI that plays to win. Currently, I'm having a bit of trouble finding the most efficient way to represent states. Overview of current Structure: AbstractGame Has and manages AbstractPlayers (game.nextPlayer() returns next player by int ID) Has and intializes AbstractBoard at the beginning of the game Has a GameTree (Complete if called in initialization, incomplete otherwise) AbstractBoard Has a State, a Dimension, and a Parent Game Is a mediator between Player and State, (Translates States from collections of rows to a Point representation Is a StateConsumer AbstractPlayer Is a State Producer Has a ConcreteEvaluationStrategy to evaluate the current board StateTransveralPool Precomputes possible transversals of "3-states". Stores them in a HashMap, where the Set contains nextStates for a given "3-state" State Contains 3 Sets -- a Set of X-Moves, O-Moves, and the Board Each Integer in the set is a Row. These Integer values can be used to get the next row-state from the StateTransversalPool SO, the principle is Each row can be represented by the binary numbers 000-111, where 0 implies an open space and 1 implies a closed space. So, for an incomplete TTT board: From the Set<Integer> board perspective: X_X R1 might be: 101 OO_ R2 might be: 110 X_X R3 might be: 101, where 1 is an open space, and 0 is a closed space From the Set<Integer> xMoves perspective: X_X R1 might be: 101 OO_ R2 might be: 000 X_X R3 might be: 101, where 1 is an X and 0 is not From the Set<Integer> oMoves perspective: X_X R1 might be: 000 OO_ R2 might be: 110 X_X R3 might be: 000, where 1 is an O and 0 is not Then we see that x{R1,R2,R3} & o{R1,R2,R3} = board{R1,R2,R3} The problem is quickly generating next states for the GameTree. If I have player Max (x) with board{R1,R2,R3}, then getting the next row-states for R1, R2, and R3 is simple.. Set<Integer> R1nextStates = StateTransversalPool.get(R1); The problem is that I have to combine each one of those states with R1 and R2. Is there a better data structure besides Set that I could use? Is there a more efficient approach in general? I've also found Point<-State mediation cumbersome. Is there another approach that I could try there? Thanks! Here is the code for my ConcretePlayer class. It might help explain how players produce new states via moves, using the StateProducer (which might need to become StateFactory or StateBuilder). public class ConcretePlayerGeneric extends AbstractPlayer { @Override public BinaryState makeMove() { // Given a move and the current state, produce a new state Point playerMove = super.strategy.evaluate(this); BinaryState currentState = super.getInGame().getBoard().getState(); return StateProducer.getState(this, playerMove, currentState); } } EDIT: I'm starting with normal TTT and moving to Quantum TTT. Given the framework, it should be as simple as creating several new Concrete classes and tweaking some things.

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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  • Weird stuttering issues not related to GC.

    - by Smills
    I am getting some odd stuttering issues with my game even though my FPS never seems to drop below 30. About every 5 seconds my game stutters. I was originally getting stuttering every 1-2 seconds due to my garbage collection issues, but I have sorted those and will often go 15-20 seconds without a garbage collection. Despite this, my game still stutters periodically even when there is no GC listed in logcat anywhere near the stutter. Even when I take out most of my code and simply make my "physics" code the below code I get this weird slowdown issue. I feel that I am missing something or overlooking something. Shouldn't that "elapsed" code that I put in stop any variance in the speed of the main character related to changes in FPS? Any input/theories would be awesome. Physics: private void updatePhysics() { //get current time long now = System.currentTimeMillis(); //added this to see if I could speed it up, it made no difference Thread myThread = Thread.currentThread(); myThread.setPriority(Thread.MAX_PRIORITY); //work out elapsed time since last frame in seconds double elapsed = (now - mLastTime2) / 1000.0; mLastTime2 = now; //measures FPS and displays in logcat once every 30 frames fps+=1/elapsed; fpscount+=1; if (fpscount==30) { fps=fps/fpscount; Log.i("myActivity","FPS: "+fps+" Touch: "+touch); fpscount=0; } //this should make the main character (theoretically) move upwards at a steady pace mY-=100*elapsed; //increase amount I translate the draw to = main characters Y //location if the main character goes upwards if (mY<=viewY) { viewY=mY; } }

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  • What's the proper approach for writing multi-path "story" flows?

    - by Basiclife
    Hi, I wonder if you can help me. I'm writing a game (2d) which allows players to take multiple routes, some of which branch/merge - perhaps even loop. Each section of the game will decide which section is loaded next. I'm calling each section an IStoryElement - And I'm wondering how best to link these elements up in a way that is easily changed/configured and at the same time, graphable I'm going to have an engine/factory assembly which will load the appropriate StoryElement(s) based on various config options. I initially planned to give each StoryElement a NextElement() As IStoryElement property and a Completed() event. When the vent fires, the engine reads the NextElement property to find the next StoryElement. The downside to this is that if I ever wanted to graph all the routes through the game, I would be unable to - I couldn't determine all possible targets for each StoryElement. I considered a couple of other solutions but they all feel a little clunky - eg Do I need an additional layer of abstraction? ie StoryElementPlayers or similar - Each one would be responsible for stringing together multiple StoryElement perhaps a Series and a ChoicePlayer with each responsible for graphing its own StoryElement - But this will just move the problem up a layer. In short, I need some way of emulating a simple but dynamic workflow (but I'd rather not actually use WWF). Is there a pattern for something this simple? All the ones I've managed to find relate to more advanced control flow (parallel processing, etc.)

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  • Optimized 2D Tile Scrolling in OpenGL

    - by silicus
    Hello, I'm developing a 2D sidescrolling game and I need to optimize my tiling code to get a better frame rate. As of right now I'm using a texture atlas and 16x16 tiles for 480x320 screen resolution. The level scrolls in both directions, and is significantly larger than 1 screen (thousands of pixels). I use glTranslate for the actual scrolling. So far I've tried: Drawing only the on-screen tiles using glTriangles, 2 per square tile (too much overhead) Drawing the entire map as a Display List (great on a small level, way to slow on a large one) Partitioning the map into Display Lists half the size of the screen, then culling display lists (still slows down for 2-directional scrolling, overdraw is not efficient) Any advice is appreciated, but in particular I'm wondering: I've seen Vertex Arrays/VBOs suggested for this because they're dynamic. What's the best way to take advantage of this? If I simply keep 1 screen of vertices plus a bit of overdraw, I'd have to recopy the array every few frames to account for the change in relative coordinates (shift everything over and add the new rows/columns). If I use more overdraw this doesn't seem like a big win; it's like the half-screen display list idea. Does glScissor give any gain if used on a bunch of small tiles like this, be it a display list or a vertex array/VBO Would it be better just to build the level out of large textures and then use glScissor? Would losing the memory saving of tiling be an issue for mobile development if I do this (just curious, I'm currently on a PC)? This approach was mentioned here Thanks :)

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  • License of popular dictionary word lists (e.g. SOWPODS, TWL)? Copyright? Trademarks?

    - by BobbyJim
    (I'm not sure if this off-topic. I found a lot of voted-up questions about software licenses and this is related. Plus, I'm sure many of us have had the situation that we need to use a dictionary in our code) I'm making a (maybe commercial) word game and need to use a good word dictionary for checking words. The most common dictionaries to use are the SOWPODS or TWL lists that are used Scrabble tournaments; see here: http://www.scrabblist.com/ (I have nothing to do with this site by the way). I've seen loads of websites offering these two dictionaries for download and loads of word games advertise that they use them. However, I cannot find any licensing terms attached to these dictionaries wherever I download them. For the players of my game, I'd want to say what dictionary I'm using (e.g. "this game uses SOWPODS"). However, I'm nervous about what I can do legally. Does anyone know about if you can copyright lists of words? Does anyone know the licenses of TWL and SOWPODS? TWL and SOWPODS don't seem to have trademarks on them but I'd like to know for sure. I cannot find any good sources for this information. EDIT: Great, now the top result for "SOWPODS license" is my stackoverflow question. :)

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  • INSERT and transaction serialization in PostreSQL

    - by Alexander
    I have a question. Transaction isolation level is set to serializable. When the one user opens a transaction and INSERTs or UPDATEs data in "table1" and then another user opens a transaction and tries to INSERT data to the same table, does the second user need to wait 'til the first user commits the transaction?

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  • NHibernate + ASP.NET + Open Session in View + L2Cache

    - by Pedro
    I am using CodeProject's well known Open Session in View to handle NHibernate Sessions. Does it works well with Level 2 Cache? Anyone has succeeded doing it? Should I use NH.Burrow instead? Any advice on l2 cache in asp.net best practices is appreciated. Edit: link to CodeProject's article: http://www.codeproject.com/KB/architecture/NHibernateBestPractices.aspx

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  • Different cache concurrent strategies for root entity and its collection (Hibernate with EHCache)?

    - by grigory
    Given example from Hibernate docs and modifying it so that root level entity (Customer) is read-only while one of its collections (tickets) is read-write: @Entity @Cache(usage = CacheConcurrencyStrategy.READ_ONLY) public class Customer { ... @OneToMany(...) @Cache(usage = CacheConcurrencyStrategy.READ_WRITE) public SortedSet<Ticket> getTickets() { return tickets; } ... } Would collection of tickets get refreshed when accessing customer from cache?

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  • INSERT and transaction searilization in PostreSQL

    - by Alexander
    Hello! I have a question. Transaction isolation level set to serializable. When the one user open transaction and INSERT or UPDATE data in "table1" and then another user open transaction and try to INSERT data to the same table is second user need to wait 'til the first user commits the transaction?

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  • Problem with movieclip animation for tiles-based game platform !

    - by user209636
    Hi everybody, I'm a new member of this forum. I have some problem and i want to ask you. Recently, I have a project game tiles-based platform. I have coded completed my project game with simple graphics represent for character animation. But when i create flash animation then attach to tiles-based character of my game's project i have a problem. Because of tiles-based game with fixed tile sizes and my character animation have each width and height size for each frame. When i attach animation to character code. Example , with my game if i press key to move character , then my character will playing "moving" frame , because of this frame animation have difference width and height then my game function check collisions fail , I want to ask you how can i solve this problem ?. I want to learn some good pratice for making game . Thank ! Sorry for my english skill , i am not good at this

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  • Access to iTunes Sound Check Results on iPhone

    - by Baldoph
    I would like to propose to the user some songs whose volume doesn't exceed a certain level. Is there any way to access to the results of the 'Sound Check' option, from the iPhone ? If not, do you know if I can calculate that with the audio tools in the iPhone SDK ? Thanks a lot.

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