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  • CheckMemoryAllocationGame Sample

    - by Michael B. McLaughlin
    Many times I’ve found myself wondering how much GC memory some operation allocates. This is primarily in the context of XNA games due to the desire to avoid generating garbage and thus triggering a GC collection. Many times I’ve written simple programs to check allocations. I did it again recently. It occurred to me that many XNA developers find themselves asking this question from time to time. So I cleaned up my sample and published it on my website. Feel free to download it and put it to use. It’s rather thoroughly commented. The location where you insert the code you wish to check is in the Update method found in Game1.cs. The default that I put in is a line of code that generates a new Guid using Guid.NewGuid (which, if you’re curious, does not create any heap allocations). Read all of the comments in the Update method (at the very least) to make sure that your code is measured properly. It’s important to make sure that you meaningfully reference any thing you create after the second call to get the memory or else (in Release configuration at least) you will likely get incorrect results. Anyway, it should make sense when you read the comments and if not, feel free to post a comment here or ask me on Twitter. You can find my utilities and code samples page here: http://www.bobtacoindustries.com/developers/utils/Default.aspx To download CheckMemoryAllocationGame’s source code directly: http://www.bobtacoindustries.com/developers/utils/CheckMemoryAllocationGame.zip (If you’re looking to do this outside of the context of an XNA game, the measurement code in the Update method can easily be adapted into, e.g., a C# Windows Console application. In the past I mostly did that, actually. But I didn’t feel like adding references to all the XNA assemblies this time and… anyway, if you want you can easily convert it to a console application. If there’s any demand for it, I’ll do it myself and update this post when I get a chance.)

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  • How to configure ubuntu ldap client to get password policies from server?

    - by Rafaeldv
    I have a ldap server on CentOS, 389-ds. I configured the client, ubuntu 12.04, to authenticate on that base and it works very well. But it don't gets the password policies from server. For example, if i set the policy to force user to change the password on first login, ubuntu ignores it and logs him in, always. How can i setup the client to get the policies? Here are the client files: /etc/nsswitch.conf passwd: files ldap group: files ldap shadow: files ldap hosts: files mdns4_minimal [NOTFOUND=return] dns mdns4 networks: files protocols: db files services: db files ethers: db files rpc: db files netgroup: nis sudoers: ldap files common-auth auth [success=2 default=ignore] pam_unix.so nullok_secure auth [success=1 default=ignore] pam_ldap.so use_first_pass auth requisite pam_deny.so auth required pam_permit.so auth optional pam_cap.so common-account account [success=2 new_authtok_reqd=done default=ignore] pam_unix.so account [success=1 default=ignore] pam_ldap.so account requisite pam_deny.so account required pam_permit.so common-password password requisite pam_cracklib.so retry=3 minlen=8 difok=3 password [success=2 default=ignore] pam_unix.so obscure use_authtok try_first_pass sha512 password [success=1 user_unknown=ignore default=die] pam_ldap.so use_authtok try_first_pass password requisite pam_deny.so password required pam_permit.so password optional pam_gnome_keyring.so common-session session [default=1] pam_permit.so session requisite pam_deny.so session required pam_permit.so session optional pam_umask.so session required pam_unix.so session optional pam_ldap.so session optional pam_ck_connector.so nox11 session optional pam_mkhomedir.so skel=/etc/skel umask=0022 /etc/ldap.conf base dc=a,dc=b,dc=c uri ldaps://a.b.c/ ldap_version 3 rootbinddn cn=directory manager pam_password md5 sudoers_base ou=SUDOers,dc=a,dc=b,dc=c pam_lookup_policy yes pam_check_host_attr yes nss_initgroups_ignoreusers avahi,avahi-autoipd,backup,bin,colord,daemon,games,gnats,hplip,irc,kernoops,libuuid,lightdm,list,lp,mail,man,messagebus,news,proxy,pulse,root,rtkit,saned,speech-dispatcher,sshd,sync,sys,syslog,usbmux,uucp,whoopsie,www-data /etc/ldap/ldap.conf BASE dc=a,dc=b,dc=c URI ldaps://a.b.c/ ssl on use_sasl no tls_checkpeer no sudoers_base ou=SUDOers,dc=a,dc=b,dc=c sudoers_debug 2 pam_lookup_policy yes pam_check_host_attr yes pam_lookup_policy yes pam_check_host_attr yes TLS_CACERT /etc/ssl/certs/ca-certificates.crt TLS_REQCERT never

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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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  • How to Transfer All Your Information to a New PS3

    - by Justin Garrison
    The PlayStation 3 now costs half the price, has double the storage, and uses half the power. If you need another reason to upgrade, Sony also makes it easy to transfer all of your information to a new console. Transferring all of your games, data, and settings is easier than ever, and all you need is an ethernet cable. Read on as we walk you through the whole process of setting up your new PS3 and wiping all your information off the old one. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron Is the Forcefield Really On or Not? [Star Wars Parody Video] Google Updates Picasa Web Albums; Emphasis on Sharing and Showcasing Uwall.tv Turns YouTube into a Video Jukebox Early Morning Sunrise at the Beach Wallpaper

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • How to deal with OpenGL and Fullscreen on OS X

    - by Armin Ronacher
    I do most of my development on OS X and for my current game project this is my target environment. However when I play games I play on Windows. As a windows gamer I am used to Alt+Tab switching from within the game to the last application that was open. On OS X I currently can't find either a game that supports that nor can I find a way to make it possible. My current project is based on SDL 1.3 and I can see that cmd+tab is a sequence that is sent directly to my application and not intercepted by the operating system. Now my first attempt was to hide the rendering window on cmd+tab which certainly works, but has the disadvantage that a hidden OpenGL window in SDL cannot be restored when the user tabs back to the application. First of all, there is no event fired for that or I can't find it, secondly the core problem is that when that application window is hidden, my game is still the active application, just that the window disappeared. That is incredible annoying. Any ideas how to approximate the windows / linux behavior for alt+tab?

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  • Live programming help

    - by frazras
    This idea has been floating around my head for a few years. I started some work on it but I just want to know if it is feasible, sensible, or if there is something else like it out there. Dont want to know I was wasting time on a solved issue. Whenever I have a programming issue, this is my sequence: Google it!: That usually brings up a lot of things: blogs, forums, stackoverflow, stackexchange, and even the official docs of the language/framework/cms. Ask on IRC: I format my question and try to get people on IRC to help me. Make a post: I create a post on forums/stackoverflow/stackexchange or shout on twitter with hashtags. Now a lot of the time I am in the middle of a project with a deadline. So I want answers NOW!!! Sometimes just 5-15 minutes worth of attention. Usually by the time I am failing at getting answers at #2, I am imagining how many people are ONLINE NOW with the skill and my exact answer but playing video games, watching youtube or idling online. However, if they were motivated, they would invest the 15 mintes helping me, that would make a world of a difference. I am even in positions where I would PAY for that 15 minutes of instant help. If your rate is as much as $100/hour (relatively good programmer) that is $25 that might save me 3 hours. This help would be live, text chat/skype/phone/screenshare. Should I continue developing this idea or is there a better alternative out there? Or is this even an unfeasible idea?

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  • Best peer-to-peer game architecture

    - by Dejw
    Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer game, without an external server. One solution is to host an authoritative server on one phone, which in this case would be also a client. Considering point 1 this solution is not acceptable, since the phone's computing resources are not sufficient. So, I want to design a peer-to-peer architecture that will distribute the game's simulation load among the clients. Because of point 2 the system needn't be complex with regards to optimization; the latency will be very low. Each client can be an authoritative source of data about himself and his immediate environment (for example bullets.) What would be the best approach to designing such an architecture? Are there any known examples of such a LAN-level peer-to-peer protocol? Notes: Some of the problems are addressed here, but the concepts listed there are too high-level for me. Security I know that not having one authoritative server is a security issue, but it is not relevant in this case as I'm willing to trust the clients. Edit: I forgot to mention: it will be a rather fast-paced game (a shooter). Also, I have already read about networking architectures at Gaffer on Games.

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  • Is there any place to find real-world usage-style tutorials for programming languages?

    - by OleDid
    Let's face it. When you want to learn something completely new, be it mathematics or foreign languages, it's easiest to learn when you get real world scenarios in front of you, with theory applied. For example, trigonometry can be extremely interesting when applied to creation of 2D platform games. Norwegian can be really interesting to learn if you live in Norway. When I try to look at a new programming language, I always find these steps the hardest: What tools do I need to compile and how do I do it Introduction-step: Why is this programming language so cool? Where and how is it used? (The step I am looking for, real-world scenarios) The rest, deep diving into the language, pure theory and such, is often much easier if you have completed step 1 and 2. Because now you know what it's all about, and can just read the specification when you need to. What I ask is, do you have any recommendations for places I can find such material for programming languages? Be it websites or companies selling books in this style, I'm interested. Also, I am interested in all languages. (If I had found a "real-world usage" explained for even INTERCAL, I would be interested). In some other thread here, I found a book called "Seven Languages in Seven Weeks". This is kind of what I am looking for, but I believe there must be "more like this".

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  • Starting with text based MUD/MUCK game

    - by Scott Ivie
    I’ve had this idea for a video game in my head for a long time but I’ve never had the knowledge or time to get it done. I still don’t really, but I am willing to dedicate a chunk of my time to this before it’s too late. Recently I started studying Lua script for a program called “MUSH Client” which works for MU* telnet style text games. I want to use the GUI capabilities of Mush Client with a MU* server to create a basic game but here is my dilemma. I figured this could be a suitable starting place for me. BUT… Because I’m not very programmer savvy yet, I don’t know how to download/install/use the MU* server software. I was originally considering Protomuck because a few of the MU*s I were more impressed with began there. http://www.protomuck.org/ I downloaded it, but I guess I'm too used to GUI style programs so I'm having great difficulty figuring out what to do next. Does anyone have any suggestions? Does anyone even know what I'm talking about? heh..

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • Loadbalancing Questions

    - by Van Holtz
    I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into clusters to allow even more players to log in to avoid latency issues. Now I have protyped the Loadbalancing server and its running pretty good so far. This is my architecture, I have a master server which acts as a proxy, every sub servers(chat, login, game) connect to the master server as well as all the clients. when a client connects, Client Request: Send Request - MS(Master) - Decides which SS(SubServer) to forward to - Forwards Request to SS - SS - Analyze Message - Send Response to MS - Decides which Client to forward to - Forwards Response to Client Well, it looks like its going through lots of stages. it takes double the time to process the message than a single server approach. i feel like my model isnt the best or i may be wrong. is there any better model or the one they use in professional games? I still want a Master-SubServer approach. I just want to clarify that I'm going in the right direction before writing all my codes. Thanks for any answer :)

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  • iptables unresolved dependencies

    - by tertle
    I'm trying to setup OpenVPN Access Server on a VPS running ubuntu 9.10 for a friend so she can play games from her uni campus. The problem is I keep running into this error when trying to start openvpn. Service deferred error: IPTablesServiceBase: failed to run iptables-restore [status=1]: ['FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'iptables-restore: line 46 failed']: internet/base:1175,internet/base:752,internet/process:45,internet/process:306,internet/_baseprocess:48,internet/process:775,internet/_baseprocess:60,svc/pp:116,svc/svcnotify:26,internet/defer:238,internet/defer:307,internet/defer:323,sagent/ipts:105,sagent/ipts:39,util/error:52,util/error:32 service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['iptables_openvpn']) Now I've already got my provider to enabled the TUN/TAP device driver and I checked this using # cat /dev/net/tun Which returned “File descriptor in bad state” Which I believe means it's enabled. After extensive searching, I've been unable to find any solution other than people suggesting to make sure TUN/TAP device driver is enabled. Any ideas on how to solve my issue? I'm not very experience with linux and I feel in over my head here so any advice is greatly appreciated. --edit-- Just stumbled across this Not sure how I missed it earlier. I believe I need to get modprobe ipt_mark & modprobe ipt_MARK run on the hostnode by my provider. Is this correct and something I should try get done.

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  • Designing spawning system

    - by Vlad
    I played this game recently http://www.kongregate.com/games/JuicyBeast/knightmare-tower and I am amazed by the way how different monsters are beign spawned. I personally developed my own shooter game and I added time based but also count based spawing system. By count based I mean when there are 5 enemies on stage stop spawning. But this is one example. My question is how are these spawning mechanism built, is there some pattern or some theory how they are built? Are there some online materials/pages where I can improve my knowledge? To sumarize, let just say we have 6 types of monsters. I start the game and kill of monsters of type 1,2 and 3 all the time. Once I pass the first ceiling, like in the game above, monster type 4 appear. ANd so on. As I progress trough the game, the same system of 6 types of monsters stay, but they become more and more resilient and dangerous. So I must also improve to be able to destroy the same monsters but now stronger. My question is simple, are there some theories built or written for developing this type of inteligent systems? Note: This is a general question, not tied up with some game or how exactly should the game work. I am capable to program my own mechanisms but I think I need some help. Thanks.

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  • Generated 3d tree meshes

    - by Jari Komppa
    I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. There's SpeedTree, of course, if you can afford it; as far as I can tell, it doesn't provide the possibility of generating your tree meshes at runtime. Then there's SnappyTree, an online webgl based tree generator based on the proctree.js which is some ~500 lines of javascript. One could use either of above (or some other tree generator I haven't stumbled upon) to create a few dozen tree meshes beforehand - or model them from scratch in a 3d modeller - and then randomly mirror/scale them for a few more variants.. But I'd rather have a free, linkable tree mesh generator. Possible solutions: Port proctree.js to c++ and deal with the open source license (doesn't seem to be gpl, so could be doable; the author may also be willing to co-operate to make the license even more free). Roll my own based on L-systems. Don't bother, just use offline generated trees. Use some other method I haven't found yet.

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  • Building a linux system

    - by webyankee
    I am worried about hardware compatibility. I have several older PCs with various hardware and wish to install Linux onto them. I have several ideas about what I would like to do. first, I am a novice and know just enough to get me into trouble in a lot of areas. I can not find adequate descriptions of the usage between a desktop and a server version of Linux. When would you want to choose to build a server instead of a desktop and can you change a desktop to a server if you need higher functionality? I wonder if I should use 32 or 64 bit? I believe 32 bit on older (P1 or P2 systems) would be the safe way to go. what is the extent can these systems be used? Can they used to play high end graphics on-line games or just simple browsing and word processing? How do I determine what programs the system can use? I have pondered on the idea of linking several systems together to make one big computer. I know this can be done with some functionality improvement. Any Ideas about this?

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  • Is there an application that converts a PC into a video game kiosk/arcade machine?

    - by Rahil627
    Sorry to make the question so vague. What I ultimately want is software that allows people to play independent video games on a PC and not have to worry about maintaining it. Imagine a game that was made in a few hours that does not have a restart button and crashes often. It should be able to handle these kinds of things and do more! The software should: allow the game to be restarted manually handle game crashes (likely by restarting the game) restrict the user from doing anything crazy later... offer a UI to select the game from a list handle pre-configured key bindings cross-platform (start with windows) I just want to know if this exists already before I start creating one. As of now AutoHotKey is being used to do this sloppily. If such software does not exist then perhaps someone could recommend a general open source Kiosk software? Open Kiosk? I'll take anything. (I also could not find a related tag. Not even sure if this question should be here rather than stackoverflow)

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  • Navigation in Win8 Metro Style applications

    - by Dennis Vroegop
    In Windows 8, Touch is, as they say, a first class citizen. Now, to be honest: they also said that in Windows 7. However in Win8 this is actually true. Applications are meant to be used by touch. Yes, you can still use mouse, keyboard and pen and your apps should take that into account but touch is where you should focus on initially. Will all users have touch enabled devices? No, not in the first place. I don’t think touchscreens will be on every device sold next year. But in 5 years? Who knows? Don’t forget: if your app is successful it will be around for a long time and by that time touchscreens will be everywhere. Another reason to embrace touch is that it’s easier to develop a touch-oriented app and then to make sure that keyboard, nouse and pen work as doing it the other way around. Porting a mouse-based application to a touch based application almost never works. The reverse gives you much more chances for success. That being said, there are some things that you need to think about. Most people have more than one finger, while most users only use one mouse at the time. Still, most touch-developers translate their mouse-knowledge to the touch and think they did a good job. Martin Tirion from Microsoft said that since Touch is a new language people face the same challenges they do when learning a new real spoken language. The first thing people try when learning a new language is simply replace the words in their native language to the newly learned words. At first they don’t care about grammar. To a native speaker of that other language this sounds all wrong but they still will be able to understand what the intention was. If you don’t believe me: try Google translate to translate something for you from your language to another and then back and see what happens. The same thing happens with Touch. Most developers translate a mouse-click into a tap-event and think they’re done. Well matey, you’re not done. Not by far. There are things you can do with a mouse that you cannot do with touch. Think hover. A mouse has the ability to ‘slide’ over UI elements. Touch doesn’t (I know: with Pen you can do this but I’m talking about actual fingers here). A touch is either there or it isn’t. And right-click? Forget about it. A click is a click.  Yes, you have more than one finger but the machine doesn’t know which finger you use… The other way around is also true. Like I said: most users only have one mouse but they are likely to have more than one finger. So how do we take that into account? Thinking about this is really worth the time: you might come up with some surprisingly good ideas! Still: don’t forget that not every user has touch-enabled hardware so make sure your app is useable for both groups. Keep this in mind: we’re going to need it later on! Now. Apps should be easy to use. You don’t want your user to read through pages and pages of documentation before they can use the app. Imagine that spotter next to an airfield suddenly seeing a prototype of a Concorde 2 landing on the nearby runway. He probably wants to enter that information in our app NOW and not after he’s taken a 3 day course. Even if he still has to download the app, install it for the first time and then run it he should be on his way immediately. At least, fast enough to note down the details of that unique, rare and possibly exciting sighting he just did. So.. How do we do this? Well, I am not talking about games here. Games are in a league of their own. They fall outside the scope of the apps I am describing. But all the others can roughly be characterized as being one of two flavors: the navigation is either flat or hierarchical. That’s it. And if it’s hierarchical it’s no more than three levels deep. Not more. Your users will get lost otherwise and we don’t want that. Flat is simple. Just imagine we have one screen that is as high as our physical screen is and as wide as you need it to be. Don’t worry if it doesn’t fit on the screen: people can scroll to the right and left. Don’t combine up/down and left/right scrolling: it’s confusing. Next to that, since most users will hold their device in landscape mode it’s very natural to scroll horizontal. So let’s use that when we have a flat model. The same applies to the hierarchical model. Try to have at most three levels. If you need more space, find a way to group the items in such a way that you can fit it in three, very wide lanes. At the highest level we have the so called hub level. This is the entry point of the app and as such it should give the user an immediate feeling of what the app is all about. If your app has categories if items then you might show these categories here. And while you’re at it: also show 2 or 3 of the items itself here to give the user a taste of what lies beneath. If the user selects a category you go to the section part. Here you show several sections (again, go as wide as you need) with again some detail examples. After that: the details layer shows each item. By giving some samples of the underlaying layer you achieve several things: you make the layer attractive by showing several different things, you show some highlights so the user sees actual content and you provide a shortcut to the layers underneath. The image below is borrowed from the http://design.windows.com website which has tons and tons of examples: For our app we’ll use this layout. So what will we show? Well, let’s see what sorts of features our app has to offer. I’ll repeat them here: Note planes Add pictures of that plane Notify friends of new spots Share new spots on social media Write down arrival times Write down departure times Write down the runway they take I am sure you can think of some more items but for now we'll use these. In the hub we’ll show something that represents “Spots”, “Friends”, “Social”. Apparently we have an inner list of spotter-friends that are in the app, while we also have to whole world in social. In the layer below we show something else, depending on what the user choose. When they choose “Spots” we’ll display the last spots, last spots by our friends (so we can actually jump from this category to the one next to it) and so on. When they choose a “spot” (or press the + icon in the App bar, which I’ll talk about next time) they go to the lowest and final level that shows details about that spot, including a picture, date and time and the notes belonging to that entry. You’d be amazed at how easy it is to organize your app this way. If you don’t have enough room in these three layers you probably could easily get away with grouping items. Take a look at our hub: we have three completely different things in one place. If you still can’t fit it all in in a logical and consistent way, chances are you are trying to do too much in this app. Go back to your mission statement, determine if it is specific enough and if your feature list helps that statement or makes it unclear. Go ahead. Give it a go! Next time we’ll talk about the look and feel, the charms and the app-bar….

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  • Non-Obvious Topics to Learn for Game Development

    - by ashes999
    I've been writing games for around 10 years now (from QBasic to C# and everything in-between). I need to start stretching my skills into different areas. What are other, surprising topics I should read up on? Expected topics would include the usual suspects: Programming language of your choice Scripting language Source control Project management (or Agile) Graphics API Maybe some AI (A* path-finding?) Physics (projectile physics) Unit testing (automated testing) I'm looking for more esoteric topics; things that you don't expect to need to know, but if you do know them, they make a difference. This could include things like: Art skills (drawing, lighting, colouring, layout, etc.) Natural language processing The physics of sound (sound-waves, doppler effect, etc.) Personally, I feel that having technical art skills (eg. can make decent art-work if you can only come up with ideas; or, following Photoshop/GIMP tutorials) was the most beneficial for me. This is not intended to be an open-ended question; I'm looking for specific skills that helped you and you expect will continue to benefit you in the short- and long-term.

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Problem graphics with ATI Radeon x1270 (RS690M) on Ubuntu 12.04

    - by Giuseppe Della Corte
    I'm Italian and so I apologize for my English! I'm a beginner to Ubuntu and I tried it on my desktop PC and it's fantastic, fast and fun! I decided to try it on my netbook Packard Bell DOT M/A and this is the configuration: AMD Athlon L110 1.2GHz 2GB of RAM ATI Radeon x1270 (RS690M) 150GB Hard Disk I installed Ubuntu 12.04 with Wubi (dualboot Windows 7 + Ubuntu 12.04), because the netbook does not have a DVD player! During the installation everything is OK, after it was installed I see mistakes in the graphical display! I see objects that are seen in different colors and moving (buttons, mouse pointer, text bar ... etc ...) At one point came not to see anything, such as this screenshot: The drivers are open, that is already installed in Ubuntu. Windows 7 video card runs fine, can run well Aero (transparent window effects), I can watch movies in HD and play some games with the Catalyst drivers from AMD. Now I ask a favor, you can help me solve this problem? Is there a fix for this driver or drivers different on the Internet? Thanks for your attention, good bye!

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  • How do I separate model positions from view positions in MVC?

    - by tieTYT
    Using MVC in games (as opposed to web apps) always confuses me when it comes to the view. How am I supposed to keep the model agnostic of how the view is presenting things? I always end up giving the Model a position that holds x and y but invariably, these values end up being in units of pixels and that feels wrong. I can see the advantage* of avoiding that but how am I supposed to? This idea was suggested: Don't think of it in units of pixels, think of them in arbitrary distance units that just happen map to pixels at a 1:1 ratio. Oh, the resolution is half of what it was? We are now taking the x/y coordinates at 50% value for screen display, and your spells casting range is still 300 units long, which now is 150 pixels. But those numbers conveniently work out. What do I do if the numbers divide in such a way that I get decimal places? Floating points are unsafe. I think allowing decimal places would eventually cause really weird bugs in my game. *It'd let me write the model once and write different views depending on the device.

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