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  • How do I check user's unlocked achievement and leaderboard scores via GPG plugin

    - by noob
    I need to load user's achievement and their scores from leaderboard in my game. But the Social.LoadScore() and Social.LoadAchievements() both returns a 0 size array in callback. When I checked the implementation in Google Play Gaming's PlayGamePlatform.cs, both the method has this summary - Not implemented yet. Calls the callback with an empty list. So my question is How do I get this data in Unity? Has anyone tried any other method to get the data?

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  • Which techniques to study?

    - by Djentleman
    Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game programming as a subset of programming. One of my personal projects for next semester is to design and create a 2D platformer game with emphasis on procedural generation and "neato" effects (think metroidvania). I've written up a list of some techniques to help me improve my personal skills (using XNA for the time being). The list is as follows: QuadTrees: Build a basic program in XNA that moves basic 2D sprites (circles and squares) around a set path and speed and changes their colour when they collide. Add functionality to add and delete objects of different sizes (select a direction and speed when adding and just drag and drop them in). Particles: Build a basic program in XNA in which you can select different colours and create particle effects of those colours on screen by clicking and dragging the mouse around (simple particles emerging from where the mouse is clicked). Add functionality where you can change the amount of particles to be drawn and the speed at which they travel and when they expire. Possibly implement gravity and wind after part 3 is complete. Physics: Build a basic program in XNA where you have a ball in a set 2D environment, a wind slider, and a gravity slider (can go to negative for reverse gravity). You can click to drag the ball around and release to throw it and, depending on what you do, the ball interacts with the environment. Implement other shapes afterwards. Random 2D terrain generation: Build a basic program in XNA that randomly generates terrain (including hills, caves, etc) created from 2D tiles. Add functionality that draws the tiles from a tileset and places different tiles depending on where they lie on the y-axis (dirt on top, then rock, then lava, etc). Randomised objects: Build a basic program in XNA that, when a button is clicked, displays a randomised item sprite based on parameters (type, colour, etc) with the images pulled from tilesets. Add the ability to save the item as an object, which stores it in a side-pane where it can be selected for viewing. Movement: Build a basic program in XNA where you can move an object around in an environment (tile-based) with a camera that pans with it. No gravity. Implement gravity and wind, allow the character to jump and fall with some basic platforms. So my question is this: Are there any other commonly used techniques that I should research, and can I get some suggestions as to the effectiveness of the techniques I've chosen to work on (e.g., don't do QuadTree stuff because [insert reason here], or, do [insert technique here] before you start working on particles because [insert reason here])? I hope this is clear enough and please let me know if I can further clarify anything!

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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  • Blender multiple animations and Collada export

    - by Morgan Bengtsson
    Say I have a simple mesh in Blender, with two keyframes, like so: Then, another animation for the same mesh, also with two keyframes: Theese animations worke fine in Blender and I can switch between them in the Dopesheet, where they are called "actions": The problem arises, when i try to export this to the Collada format, for use in my game engine. The only animation/action that seems to be carried over, is the one currently associated to the mesh. Is it possible to export multiple animations/actions for the same mesh, to the Collada format?

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  • Network Multiplayer in Flash

    - by shadowprotocol
    Flash has come a long way in the last decade, and it's a well-kept secret getting a flash game to connect to a multi-client server for chat and/or basic avatar movement in real time. Why has the industry as a whole not made this a common-knowledge type of thing yet? We keep pushing to the web but I am finding it incredibly difficult gathering learning material on this subject. Sure, I can find multi-client server socket tutorials in various languages (using select statements and/or threads to handle multiple socket connections), but in regards to Flash applications inside of a browser? NOPE! Can everyone please share what they know? :] It's a subject I'd really love to get into but I'm afraid I just honestly don't know enough about how to do it. Thanks!

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  • Moving sprites on a graph in libGDX

    - by nosferat
    In my game I'd like to move sprites on a fixed path. Until this point I was trying to stick with the tools already provided by libGDX, like the Tiled map renderer classes so I'm looking for a solution nearly as convenient as that, e.g. I'd like to avoid creating the adjacency matrix by hand. Tiled has the functionality to add objects to the map but I'm not sure if I can use it for this purpose. Any idea?

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  • Distributing cross-platform .jar containing natives for LWJGL?

    - by Carter H
    I'm making a game in Java using Slick2d, which depends on LWJGL. I can get everything to work in my development environment, but when I export it to a .jar, it needs the natives placed in the same directory as the .jar. What I'm asking is if it's possible to package the natives for all operating systems in the .jar, and automatically use the right ones depending on what OS was detected. So, is this possible?

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  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

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  • How to implement an experience system?

    - by Roflcoptr
    I'm currently writing a small game that is based on earning experiences when killing enemies. As usual, each level requires more experience gain than the level before, and on higher levels killing enemies awards more experience. But I have problem balancing this system. Are there any prebuild algorithms that help to caculate how the experience curve required for each level should look like? And how much experience an average enemy on a specific level should provide?

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  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

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  • Libgdx Palette Swap

    - by Haedrian
    I'm developing a game using the Libgdx library. I'm trying to implement a very simple palette swap functionality (basically just complete recolouring of some areas, I don't even need to have various shades), but I don't have any idea where to begin. The closest I've come is trying to draw the picture myself using a Pixmap, but that appears to be horrible unmaintainable and produces oodles of code.

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • Algorithm for approximating sihlouette image as polygon

    - by jack
    I want to be able to analyze a texture in real time and approximate a polygon to represent a silhouette. Imagine a person standing in front of a green screen and I want to approximately trace around their outline and get a 2D polygon as the result. Are there algorithms to do this and are they fast enough to work frame-to-frame in a game? (I have found algorithms to triangulate polygons, but I am having trouble knowing what to search for that describes my goal.)

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  • Making entire scene fade to grayscale

    - by Fibericon
    When the player loses all of their lives, I want the entire game screen to go grayscale, but not stop updating immediately. I'd also prefer it fade to grayscale instead of suddenly lose all color. Everything I've found so far is either about taking a screenshot and making it grayscale, or making a specific texture grayscale. Is there a way to change the entire playing field and all objects within to grayscale without iterating through everything?

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • How can I fix these errors with Panda3D's sample projects?

    - by lhk
    I just installed the latest Panda3D packages on a Mint 12 32-bit virtual machine. Then I downloaded and configured Eclipse and tried to run the Asteroids sample project. The window is created properly. But after rendering the scence once the game freezes. This happens with the other sample apps, too. Here's the error log: DirectStart: Starting the game. Known pipe types: glxGraphicsPipe (all display modules loaded.) :display:gsg:glgsg(warning): Occlusion queries advertised as supported by OpenGL runtime, but could not get pointers to extension functions. OpenGL Warning: glXChooseFBConfig returning NULL, due to attrib=0x6, next=0xffffffff :display:glxdisplay(warning): No suitable FBConfig contexts available; using XVisual only. depth_bits=16 color_bits=24 alpha_bits=8 stencil_bits=8 accum_bits=64 back_buffers=1 stereo=1 force_hardware=1 AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant OpenGL Warning: No pincher, please call crStateSetCurrentPointers() in your SPU :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display(error): Deactivating glxGraphicsStateGuardian. What can I do to fix the problem ?

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  • Learning XNA/Xbox Development [closed]

    - by CJ Sculti
    Possible Duplicate: How should I go about learning XNA? so I would like to get into Xbox game development (indie games.) The problem is I cant find ANY documentation or place to get started online. I was hoping someone here could point me in the right direction (tutorials or documentation.) I was also hoping someone could direct me to some kind of online course? (Paid or free.) I appreciate your time, thanks.

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • Can Flash games packed for iOS and other mobile devices achieve reasonable performance?

    - by puppybeard
    I was thinking of developing a game in Flash, as a hobby/educational project. However, I was hoping I could make it run on a smartphone, but a friend who develops in Flash says that in their experience things will move really slow on the likes of an iPad when the Flash packager is used. So slowly that you can't use it commercially for fast-moving games. Has anyone else experienced this slowness? Is there a way around it or is the technology just not there yet?

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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  • Pack of resources in one big file with XNA

    - by Cristian
    Is it possible to pack all the little .xnb files into one big file? Given the level of abstraction of the XNA Framework I though this would come out of the box but I can't find any well integrated solution. So far the best candidate is XnaZip but in addition to having to compile the resources in a post-build event, and a little trouble porting the game to XBOX I have to rename all the references to resources I have already implemented.

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  • Map building - Tower Defense

    - by Dan K
    Before diving too deep into my question, let it be known that I am learning as far as java script goes and figured a simple Tower Defense game would be an excellent way to learn things. So I have found a simple background image with a path drawn on it and my question is how would I go about building a path so that I can animate my objects. Would I have to take the image and overlay a grid system, or can I store the path in some sort of array and have my objects move across it? Here is the background image:

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  • How to deal with large open worlds?

    - by Mr. Beast
    In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so big and maybe even dynamic? How does the world change in memory while the player moves? Examples for this include the TES games (Skyrim, Oblivion, Morrowind), MMORPGs (World of Warcraft), Diablo, Titan Quest, Dwarf Fortress, Far Cry.

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  • Why is GL_TEXTURE_MAX_ANISOTROPY_EXT undefined?

    - by Haydn
    So I'm writing my texture class in my opengl game, I get to the part where I would normally set GL_TEXTURE_MAX_ANISOTROPY_EXT, and I'm shocked to discover that it's undefined! This exact same extensions worked perfectly in a different application, so I know it's not a typo or something. It's worth noting that I'm getting my extensions using glcorearb.h, instead of glext.h, because I have no intention of supporting the compatibility profile. Could this be my problem, and if so, how do I work around it?

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  • Which unit test framework for c++ based games?

    - by jmp97
    Which combination of testing tools do you feel is best? Given the framework / library of your choice you might consider: suitability for TDD ease of use / productivity dealing with mock objects setup with continuous integration error reporting Note: While this is potentially a generic question like the one on SO I would argue that game development is usually bound to a specific work flow which influences the choice for testing. For a higher-level perspective, see question Automated testing of games.

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