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  • How do I limit the game loop?

    - by user1758938
    How do I make a game update at a consistent speed? For example, this would loop too fast: while(true) { GetInput(); Render(); } This just wont work (hard to explain): while(true) { GetInput(); Render(); Sleep(16); } How do I sync my game to a certain framerate and still have input and functions going at a consistent rate?

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  • What would a start-to-finish development procedure would look like?

    - by Tom Busby
    I have a problem that my developer friends share. We recently left university and find ourselves either end up working for a firm which already has good procedures (TDD, automated testing, proper agile development, etc) or working for a firm which doesn't. I want to learn some of these vital skills and get a grip on what a complete start-to-finish development procedure would look like. What differences would be between a smaller project, and a long term project with many team members.

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  • How do I build a 2D physics engine?

    - by Vish
    The most advanced games I've made are a 8-ball pool game made with the physics engine Box2dFlashAS3 and a platform game with levels. When I did platform games, I've always wished to know how to make an engine, so that I could re-use it. When I see games that have slopes, curved slopes, perfect gravity and real-life physics, I've always wished I knew how to code the engine. Please suggest techniques and articles for whatever relevant knowledge-base is necessary.

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  • Sharp Architecture 1.9.5 Released

    - by AlecWhittington
    The S#arp Architecture team is proud to announce the release of version 1.9.5. This version has had the following changes: Upgraded to MVC 3 RTM Solution upgraded to .NET 4 Implementation of IDependencyResolver provided, but not implemented This marks the last scheduled release of 1.X for S#arp Architecture . The team is working hard to get the 2.0 release out the door and we hope to have a preview of that coming soon. With regards to IDependencyResolver, we have provided an implementation, but have...(read more)

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  • Can I use a genetic algorithm for balancing character builds?

    - by Renan Malke Stigliani
    I'm starting to build a online PVP (duel like, one-on-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I have never done anything like this, I'm still thinking about the math behind the levels/skills/specials balance. So I thought a good way of testing the best builds/combos, would be to implement a Genetic Algorithm. It'd be like this: Generate a big group of random characters Make them fight, level them up accordingly to their victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try and make even better characters Add some more random chars, emulating new players Repeat the process for some time, or util I find some chars who can beat everyone's butt I could then play with the math and try to find better balances to make sure that the top x% of chars would be a mix of various build types. So, is it a good idea, or is there some other, easier method to do the balancing?

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  • Are CQRS/DDD/Event Sourcing and REST compatible?

    - by Robin Green
    REST seems to promote the idea of a canonical URL for a resource, and PUTing/POSTing back a modified representation of that resource in order to change it. However, with CQRS - Command Query Responsibility Segregation - one can theoretically have a completely different "API" for reading and for writing, which seems to conflict with the REST ideal of one URL for a resource, and no RPC-style "verbs inside the request body". DDD and Event Sourcing sometimes go together with CQRS, which is why I mention them in this question. So, can CQRS be used together with REST? Or is it against the REST way of doing things? What about DDD? And Event Sourcing? Can they be used with REST?

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  • In retrospect, has it been a good idea to use three-valued logic for SQL NULL comparisons?

    - by Heinzi
    In SQL, NULL means "unknown value". Thus, every comparison with NULL yields NULL (unknown) rather than TRUE or FALSE. From a conceptional point of view, this three-valued logic makes sense. From a practical point of view, every learner of SQL has, one time or another, made the classic WHERE myField = NULL mistake or learned the hard way that NOT IN does not do what one would expect when NULL values are present. It is my impression (please correct me if I am wrong) that the cases where this three-valued logic helps (e.g. WHERE myField IS NOT NULL AND myField <> 2 can be shortened to WHERE myField <> 2) are rare and, in those cases, people tend to use the longer version anyway for clarity, just like you would add a comment when using a clever, non-obvious hack. Is there some obvious advantage that I am missing? Or is there a general consensus among the development community that this has been a mistake?

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  • Why is String Templating Better Than String Concatenation from an Engineering Perspective?

    - by stephen
    I once read (I think it was in "Programming Pearls") that one should use templates instead of building the string through the use of concatenation. For example, consider the template below (using C# razor library) <in a properties file> Browser Capabilities Type = @Model.Type Name = @Model.Browser Version = @Model.Version Supports Frames = @Model.Frames Supports Tables = @Model.Tables Supports Cookies = @Model.Cookies Supports VBScript = @Model.VBScript Supports Java Applets = @Model.JavaApplets Supports ActiveX Controls = @Model.ActiveXControls and later, in a separate code file private void Button1_Click(object sender, System.EventArgs e) { BrowserInfoTemplate = Properties.Resources.browserInfoTemplate; // see above string browserInfo = RazorEngine.Razor.Parse(BrowserInfoTemplate, browser); ... } From a software engineering perspective, how is this better than an equivalent string concatentation, like below: private void Button1_Click(object sender, System.EventArgs e) { System.Web.HttpBrowserCapabilities browser = Request.Browser; string s = "Browser Capabilities\n" + "Type = " + browser.Type + "\n" + "Name = " + browser.Browser + "\n" + "Version = " + browser.Version + "\n" + "Supports Frames = " + browser.Frames + "\n" + "Supports Tables = " + browser.Tables + "\n" + "Supports Cookies = " + browser.Cookies + "\n" + "Supports VBScript = " + browser.VBScript + "\n" + "Supports JavaScript = " + browser.EcmaScriptVersion.ToString() + "\n" + "Supports Java Applets = " + browser.JavaApplets + "\n" + "Supports ActiveX Controls = " + browser.ActiveXControls + "\n" ... }

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • Integrating BizTalk Server and StreamInsight paper

    - by gsusx
    With all the holidays madness I didn't realized that my "Integrating BizTalk Server and StreamInsight" paper is now available on MSDN . This paper was originally an idea of the BizTalk product team and intends to present some fundamental scenarios that can be enabled by the combination of BizTalk Server and StreamInsight. Thanks to everybody who, directly or indirectly, provided feedback about this paper: Syed Rasheed, Mark Simms , Richard Seroter , Roman Schindlauer and Torsten Grabs from the StreamInsight...(read more)

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  • storing map template in database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • What's the term for re-implementing an old API in terms of a newer API

    - by dodgy_coder
    The reason for doing it is to solve the case when a newer API is no longer backwards compatible with an older API. To explain, just say that there is an old API v1.0. The maker of this API decides it is broken and works on a new API v1.1 that intentionally breaks compatibility with the old API v1.0. Now, any programs written against the old API cannot be recompiled as-is with the new API. Then lets say there is a large app written against the old API and the developer doesn't have access to the source code. A solution would be to re-implement a "custom" old API v1.0 in terms of the new API v1.1 calls. So the "custom" v1.0 API is actually keeping the same interface/methods as the v1.0 API but inside its implementation it is actually making calls to the new API v1.1 methods. So the large app can be then compiled and linked against the "custom" v1.0 API and the new v1.1 API without any major source code changes. Is there a term for this practice? There's a recent example of this happening in Jamie Zawinski's port of XScreenSaver to the iPhone - he re-implemented the OpenGL 1.3 API in terms of the OpenGL ES 1.1 API. In this case, OpenGL 1.3 represents the "old" API and OpenGL ES 1.1 represents the "new" API.

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  • Why is Python slower than Java but faster than PHP

    - by good_computer
    I have many times seen various benchmarks that show how a bunch of languages perform on a given task. Always these benchmarks reveal that Python is slower then Java and faster than PHP. And I wonder why is that the case. Java, Python, and PHP run inside a virtual machine All three languages convert their programs into their custom byte codes that run on top of OS -- so none is running natively Both Java and Python can be "complied" (.pyc for Python) but the __main__ module for Python is not compiled Python and PHP are dynamically typed and Java statically -- is this the reason Java is faster, and if so, please explain how that affects speed. And, even if the dynamic-vs-static argument is correct, this does not explain why PHP is slower than Python -- because both are dynamic languages. You can see some benchmarks here and here, and here

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  • How does 2D Game Physics work? [closed]

    - by StefanE
    Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? Your are shooting of your birds and they hit something that will fall off and in turn creating a chain reaction of things either falling or exploding.. Are all this happening with calculations with rules considering all collisions together with gravity etc.?

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  • Central Exception Handler

    - by J-unior
    Recently I've been thinking about a general ExceptionHandler, that I could initialize once in my app context and inject it everywhere. The idea that it will have quite simple interface with just public void handle(Exception ex), and then according to exception type it should decide what to do, maybe just log it, or show an alert message to the user, or maybe kill the whole app. The question is, what is the prettiest way to write such handler without lots of instanceofs? Unfortunately googling gives me only the default exception handler for RuntimeException that was introduced in Java 5. My first idea is to create an enum, that will have Class field for exception type and it will return the appropriate execution point, for example a concrete exception handler that also implements the interface public void handle(Exception ex), but with the required casting already.

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  • Expando Object and dynamic property pattern

    - by Al.Net
    I have read about 'dynamic property pattern' of Martin Fowler in his site under the tag 1997 in which he used dictionary kind of stuff to achieve this pattern. And I have come across about Expando object in c# very recently. When I see its implementation, I am able to see IDictionary implemented. So Expando object uses dictionary to store dynamic properties and is it what, Martin Fowler already defined 15 years ago?

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  • Why is TDD not working here?

    - by TobiMcNamobi
    I want to write a class A that has a method calculate(<params>). That method should calculate a value using database data. So I wrote a class Test_A for unit testing (TDD). The database access is done using another class which I have mocked with a class, let's call it Accessor_Mockup. Now, the TDD cycle requires me to add a test that fails and make the simplest changes to A so that the test passes. So I add data to Accessor_Mockup and call A.calculate with appropriate parameters. But why should A use the accessor class at all? It would be simpler (!) if the class just "knows" the values it could retrieve from the database. For every test I write I could introduce such a new value (or an if-branch or whatever). But wait ... TDD is more. There is the refactoring part. But that sounds to me like "OK, I can do this all with a big if-elseif construct. I could refactor it using a new class ... but instead I make use of the DB accessor and do this in a totally different way. The code will not necessarily look better afterwards but I know I WANT to use the database".

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  • handling various frame layouts in android

    - by vaibhav
    i'm new to game development and am trying create a Contra or the old tmnt game (but a simple one) like game for android. for the game i decided to divide my main screen in three parts - upper for stats,mid for the game and lower for controls. my main.xml is <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <FrameLayout android:id="@+id/upper_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > </FrameLayout> <FrameLayout android:id="@+id/fl" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.5" > </FrameLayout> <FrameLayout android:id="@+id/low_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.85" > </FrameLayout> </LinearLayout> so i have created the gameview and gameloopthread classes for the mid surface(which is pretty standard). my problem is that how do i draw in the upper and lower frame layouts? should i make new classes for view and thread for each layout , should i do all this in the gameview class itself or is there any better way to implement this?

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  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

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  • Strategies for browser compatibility on web applications in a corporate environment

    - by TiagoBrenck
    With the new CSS 3 and HTML 5 technology, web applications have gained a lot of new tools for a better UI (user interface) interaction, beautiful templates and even responsive layout to fit into tablets and smartphones. Within a corporate environment, those new technologies are required so the company can "follow" the IT evolution and their concurrent, but they also want that those new web applications supports old browsers. How should I deal with this situation? By one side we are asked to follow the the evolution of technology, create responsive layouts and use a lot of cool jQuery plugins. On the other hand, we are asked to support old browsers that do not support those new responsive features, plugins or components. I would like advice and strategies on how to create "modern" web applications that are also supported on old browsers. How does your company deal with this situation? Is it possible to have the same web application run well and beautifully on old browsers, and be responsive and interactive on newer browsers?

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  • How to name an subclass that add a minor, detailed thing?

    - by Louis Rhys
    What is the most concise (yet descriptive) way of naming a subclass that only add a specific minor thing to the parent? I encountered this case a lot in WPF, where sometime I have to add a small functionality to an out-of-the-box control for specific cases. Example: TreeView doesn't change the SelectedItem on right-click, but I have to make one that does in my application. Some possible names are TreeViewThatChangesSelectedItemOnRightClick (way too wordy and maybe difficult to read because there is so many words concantenated together) TreeView_SelectedItemChangesOnRightClick (slightly more readable, but still too wordy and the underscore also breaks the normal convention for class names) TreeViewThatChangesSIOnRC (non-obvious acronym), ExtendedTreeView (more concise, but doesn't describe what it is doing. Besides, I already found a class called this in the library, that I don't want to use/modify in my application). LouisTreeView, MyTreeView, etc. (doesn't describe what it is doing). It seems that I can't find a name which sounds right. What do you do in situation like this?

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • Handling player logoff and logon in a persistent world without breaking immersion

    - by Boreal
    One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply make a player's offline state as their character being asleep, but that doesn't make sense in the event of a disconnect and not an intentional logoff. How would you fix this, if you would even bother fixing it at all?

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  • Predicting advantages of database denormalization

    - by Janus Troelsen
    I was always taught to strive for the highest Normal Form of database normalization, and we were taught Bernstein's Synthesis algorithm to achieve 3NF. This is all very well and it feels nice to normalize your database, knowing that fields can be modified while retaining consistency. However, performance may suffer. That's why I am wondering whether there is any way to predict the speedup/slowdown when denormalizing. That way, you can build your list of FD's featuring 3NF and then denormalize as little as possible. I imagine that denormalizing too much would waste space and time, because e.g. giant blobs are duplicated or it because harder to maintain consistency because you have to update multiple fields using a transaction. Summary: Given a 3NF FD set, and a set of queries, how do I predict the speedup/slowdown of denormalization? Link to papers appreciated too.

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  • Creating a dynamically updateable website using Adobe Flash CS6 [closed]

    - by Sidd
    I need some help finding the appropriate tutorials for what I need. I have tried looking hard with no avail. I have Adobe Flash CS6, and I want to make a website using that software. I want the content to be uploaded onto a server so that the flash program can just fetch the information from the server and dynamically update the website itself, instead of editing the content on the flash website and reuploading the whole flash file (as I have done before). I also want the ability to have a guestbook and a contact form. Also, if possible, I wanted an ability to add tabs to the navigation bar dynamically instead of having to edit the flash file. Can anyone point be to a good tutorial which can help me with this? I have tried looking, and most of the results I get are completely useless to me.

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