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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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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • What layer to introduce human readable error messages?

    - by MrLane
    One of the things that I have never been happy with on any project I have worked on over the years and have really not been able to resolve myself is exactly at what tier in an application should human readable error information be retrieved for display to a user. A common approach that has worked well has been to return strongly typed/concrete "result objects" from the methods on the public surface of the business tier/API. A method on the interface may be: public ClearUserAccountsResult ClearUserAccounts(ClearUserAccountsParam param); And the result class implementation: public class ClearUserAccountsResult : IResult { public readonly List<Account> ClearedAccounts{get; set;} public readonly bool Success {get; set;} // Implements IResult public readonly string Message{get; set;} // Implements IResult, human readable // Constructor implemented here to set readonly properties... } This works great when the API needs to be exposed over WCF as the result object can be serialized. Again this is only done on the public surface of the API/business tier. The error message can also be looked up from the database, which means it can be changed and localized. However, it has always been suspect to me, this idea of returning human readable information from the business tier like this, partly because what constitutes the public surface of the API may change over time...and it may be the case that the API will need to be reused by other API components in the future that do not need the human readable string messages (and looking them up from a database would be an expensive waste). I am thinking a better approach is to keep the business objects free from such result objects and keep them simple and then retrieve human readable error strings somewhere closer to the UI layer or only in the UI itself, but I have two problems here: 1) The UI may be a remote client (Winforms/WPF/Silverlight) or an ASP.NET web application hosted on another server. In these cases the UI will have to fetch the error strings from the server. 2) Often there are multiple legitimate modes of failure. If the business tier becomes so vague and generic in the way it returns errors there may not be enough information exposed publicly to tell what the error actually was: i.e: if a method has 3 modes of legitimate failure but returns a boolean to indicate failure, you cannot work out what the appropriate message to display to the user should be. I have thought about using failure enums as a substitute, they can indicate a specific error that can be tested for and coded against. This is sometimes useful within the business tier itself as a way of passing via method returns the specifics of a failure rather than just a boolean, but it is not so good for serialization scenarios. Is there a well worn pattern for this? What do people think? Thanks.

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  • Information Spilling Across Object Boundaries

    - by Winston Ewert
    Many times my business objects tend to have situations where information needs to cross object boundaries too often. When doing OO, we want information to be in one object and as much as possible all code dealing with that information should be in that object. However, business rules do not follow this principle giving me trouble. As an example suppose that we have an Order which has a number of OrderItems which refers to an InventoryItem which has a price. I invoke Order.GetTotal() which sums the result of OrderItem.GetPrice() which multiples a quantity by InventoryItem.GetPrice(). So far so good. But then we find out that some items are sold with a two for one deal. We can handle this by having OrderItem.GetPrice() do something like InventoryItem.GetPrice( quantity ) and letting InventoryItem deal with this. However, then we find out that the two-for-one deal only lasts for a particular time period. This time period needs to be based on the date of the order. Now we change OrderItem.GetPrice() to be InventoryItem.GetPrice( quatity, order.GetDate() ) But then we need to support different prices depending on how long the customer has been in the system: InventoryItem.GetPrice( quantity, order.GetDate(), order.GetCustomer() ) But then it turns out that the two-for-one deals apply not just to buying multiple of the same inventory item but multiple for any item in a InventoryCategory. At this point we throw up our hands and just give the InventoryItem the order item and allow it to travel over the object reference graph via accessors to get the information its needs: InventoryItem.GetPrice( this ) TL;DR I want to have coupling in objects, but business rules often force me to access information from all over the place in order to make particular decisions. Are there good techniques for dealing with this? Do others find the same problem?

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  • Is is common to use the command pattern for property get/sets?

    - by k rey
    Suppose I have a controller class with a bunch of properties. Each time a property is changed, I would like to update the model. Now also suppose that I use the command pattern to perform model updates. Is it common to use command classes within property get and sets of the controller class or is there a better way? Here is an example of what I am currently using: class MyController { private int _myInt; public int MyInt { get { return _myInt; } set { MyCommand cmd = new MyCommand(); cmd.Argument = _myInt; cmd.Execute(); // Command object updates the model } } }

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  • How do I explain the importance of NUNIT Test cases to my Colleagues [duplicate]

    - by JNL
    This question already has an answer here: How to explain the value of unit testing 6 answers I am currently working in Software Development for applications including lot of Mathematical Calculations. As a result there are lot of test cases that we need to consider. We donot have any NUNIT Test case system, I am wonderring how should I get the advantages of implementing the NUNIT testing in front of my colleagues and my boss. I am pretty sure, it would be of great help for our team. Any help regarding the same, will be higly appreciated.

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  • Better solution then simple factory method when concrete implementations have different attributes

    - by danip
    abstract class Animal { function eat() {..} function sleep() {..} function isSmart() } class Dog extends Animal { public $blnCanBark; function isSmart() { return $this->blnCanBark; } } class Cat extends Animal { public $blnCanJumpHigh; function isSmart() { return $this->blnCanJumpHigh; } } .. and so on up to 10-20 animals. Now I created a factory using simple factory method and try to create instances like this: class AnimalFactory { public static function create($strName) { switch($strName) { case 'Dog': return new Dog(); case 'Cat': return new Cat(); default: break; } } } The problem is I can't set the specific attributes like blnCanBark, blnCanJumpHigh in an efficient way. I can send all of them as extra params to create but this will not scale to more then a few classes. Also I can't break the inheritance because a lot of the basic functionality is the same. Is there a better pattern to solve this?

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  • Breakout ball collision detection, bouncing against the walls

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks

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  • Designing an API on top with Java RMI and Rest APIs

    - by user1303881
    I'm working on the backend of a java web application. We have a document repository (Fedora Commons specifically) where we house xml files. I want to abstract the API of the repository internally so that we aren't tightly coupled to one product. I'd also like to give the flexibility of connecting to to a repository via Java RMI or REST APIs. I was hoping to get advice or resources on how to implement something like this. My thought it that I'd have some abstract repository class that had methods like getRecord, updateRecord, and deleteRecord. In the constructor I would pass the URI for the repository and the API method and port. This would allow some flexibility in the future so that if the REST api became more practical, but allow the flexibility or using RMI which could (should?) have better performance. Am I over thinking this or am I on the right path?

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  • Relationship DAO, Servlet, JSP and POJO

    - by John Hendrik
    I want to implement a JSP, POJO, DAO and Servlet in my J2EE program. However, I don't fully understand how the relationship between these elements should be. Is the following (MVC) setup the right way to do it? Main class creates servlet(controller) Servlet has a DAO defined in its class DAO has a POJO defined in its class Servlet communicates with the view (JSP page) Please give your feedback.

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • How do I know if my game's average game session time is too small?

    - by you786
    My game has only one life, and the aim is to stay alive as long as possible to get as many points as possible (it's an endless runner). Using Google Analytics I found that players are staying alive for an average of 17 seconds. I could easily increase or decrease this by manipulating acceleration or starting speed. The question is, should I change it at all? Is there any research or general ideas on the best playing time for a game like this? I would also like to know about any research about how long an ideal mobile game session should last.

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  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

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  • Who should control navigation in an MVVM application?

    - by SonOfPirate
    Example #1: I have a view displayed in my MVVM application (let's use Silverlight for the purposes of the discussion) and I click on a button that should take me to a new page. Example #2: That same view has another button that, when clicked, should open up a details view in a child window (dialog). We know that there will be Command objects exposed by our ViewModel bound to the buttons with methods that respond to the user's click. But, what then? How do we complete the action? Even if we use a so-called NavigationService, what are we telling it? To be more specific, in a traditional View-first model (like URL-based navigation schemes such as on the web or the SL built-in navigation framework) the Command objects would have to know what View to display next. That seems to cross the line when it comes to the separation of concerns promoted by the pattern. On the other hand, if the button wasn't wired to a Command object and behaved like a hyperlink, the navigation rules could be defined in the markup. But do we want the Views to control application flow and isn't navigation just another type of business logic? (I can say yes in some cases and no in others.) To me, the utopian implementation of the MVVM pattern (and I've heard others profess this) would be to have the ViewModel wired in such a way that the application can run headless (i.e. no Views). This provides the most surface area for code-based testing and makes the Views a true skin on the application. And my ViewModel shouldn't care if it displayed in the main window, a floating panel or a child window, should it? According to this apprach, it is up to some other mechanism at runtime to 'bind' what View should be displayed for each ViewModel. But what if we want to share a View with multiple ViewModels or vice versa? So given the need to manage the View-ViewModel relationship so we know what to display when along with the need to navigate between views, including displaying child windows / dialogs, how do we truly accomplish this in the MVVM pattern?

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  • Is ORM an Anti-Pattern?

    - by derphil
    I had a very stimulating and interessting discussion with a colleague about ORM and it's Pros and Cons. In my opinion, an ORM is useful only in the rarest cases. At least in my experience. But I don't want to list my own arguments at this time. So I ask you, what do you think about ORM? What are the Pros and the Cons? P.S. I've posted this "question" yesterday on Stackoverflow, but some of the user think, that this should better posted here.

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  • Resources about cross platform application development in ANSI C [closed]

    - by Anindya Chatterjee
    Where can I get good resources for learning cross platform application development in plain ISO/ANSI C? I have cygwin and eclipse cdt with me to start in my win7 pc. I just need a couple of good resources containing all the best practices and techniques to write good and robust and scalable cross platform application. I am totally new to this cross platform business, no prior idea. Want to learn it in a proper way from the very beginning. Please help me out here.

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  • Dependency Injection: Only for single-instance objects?

    - by HappyDeveloper
    What if I want to also decouple my application, from classes like Product or User? (which usually have more than one instance) Take a look at this example: class Controller { public function someAction() { $product_1 = new Product(); $product_2 = new Product(); // do something with the products } } Is it right to say that Controller now depends on Product? I was thinking that we could decouple them too (as we would with single-instance objects like Database) In this example, however ugly, they are decoupled: class Controller { public function someAction(ProductInterface $new_product) { $product_1 = clone $new_product; $product_2 = clone $new_product; // do something with the products } } Has anyone done something like this before? Is it excessive?

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  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • Recommendations for a web-based help system

    - by ggkmath
    Hi Experts, I'm putting together a fairly large GUI. I'm a tech person, but more on the hardware side, not software. I'm wondering what software package would be best suited to enable me to generate a web-based help-system. Preferably it takes care of a lot of coding, allowing me to focus on the content. For example, the user would click on a link in the GUI when they have a question, that brings them to a web-based Help Guide, for example, providing an overview of how to use the GUI, perhaps a searchable index (key-word based index), table of contents, etc, for navigating through the Help Guide. My first thought was to program everything in XHTML using Dreamweaver, but my layout requirements are fairly modest (just figures and text, maybe a few equations), and I'd prefer not to spend a lot of time concentrating on the programming. Was wondering if any software existed that made generating web-based navigatable pages easy to create/publish. Again, I'm not really a programmer, so if there's something obvious out there, I'm probably not aware of it. Any advice much appreciated! Thanks in advance.

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  • What is meant by, "A user shouldn't decide whether it is an Admin or not. The Privileges or Security system should."

    - by GlenPeterson
    The example used in the question pass bare minimum data to a function touches on the best way to determine whether the user is an administrator or not. One common answer was: user.isAdmin() This prompted a comment which was repeated several times and up-voted many times: A user shouldn't decide whether it is an Admin or not. The Privileges or Security system should. Something being tightly coupled to a class doesn't mean it is a good idea to make it part of that class. I replied, The user isn't deciding anything. The User object/table stores data about each user. Actual users don't get to change everything about themselves. But this was not productive. Clearly there is an underlying difference of perspective which is making communication difficult. Can someone explain to me why user.isAdmin() is bad, and paint a brief sketch of what it looks like done "right"? Really, I fail to see the advantage of separating security from the system that it protects. Any security text will say that security needs to be designed into a system from the beginning and considered at every stage of development, deployment, maintenance, and even end-of-life. It is not something that can be bolted on the side. But 17 up-votes so far on this comment says that I'm missing something important.

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  • Presenting Loading Data Warehouse Partitions with SSIS 2012 at SQL Saturday DC!

    - by andyleonard
    Join Darryll Petrancuri and me as we present Loading Data Warehouse Partitions with SSIS 2012 Saturday 8 Dec 2012 at SQL Saturday 173 in DC ! SQL Server 2012 table partitions offer powerful Big Data solutions to the Data Warehouse ETL Developer. In this presentation, Darryll Petrancuri and Andy Leonard demonstrate one approach to loading partitioned tables and managing the partitions using SSIS 2012, and reporting partition metrics using SSRS 2012. Objectives A practical solution for loading Big...(read more)

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  • Organizing MVC entities communication

    - by Stefano Borini
    I have the following situation. Imagine you have a MainWindow object who is layouting two different widgets, ListWidget and DisplayWidget. ListWidget is populated with data from the disk. DisplayWidget shows the details of the selection the user performs in the ListWidget. I am planning to do the following: in MainWindow I have the following objects: ListWidget ListView ListModel ListController ListView is initialized passing the ListWidget. ListViewController is initialized passing the View and the Model. Same happens for the DisplayWidget: DisplayWidget DisplayView DisplayModel DisplayController I initialize the DisplayView with the widget, and initialize the Model with the ListController. I do this because the DisplayModel wraps the ListController to get the information about the current selection, and the data to be displayed in the DisplayView. I am very rusty with MVC, being out of UI programming since a while. Is this the expected interaction layout for having different MVC triplets communicate ? In other words, MVC focus on the interaction of three objects. How do you put this interaction as a whole into a larger context of communication with other similar entities, MVC or not ?

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  • What is considered third party code?

    - by Songo
    Inspired by this question Using third-party libraries - always use a wrapper? I wanted to know what people actually consider as third-party libraries. Example from PHP: If I'm building an application using Zend framework, should I treat Zend framework libraries as third party code? Example from C#: If I'm building a desktop application, should I treat all .Net classes as third party code? Example from Java: Should I treat all libraries in the JDK as third party libraries? Some people say that if a library is stable and won't change often then one doesn't need to wrap it. However I fail to see how one would test a class that depends on a third party code without wrapping it.

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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