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  • Bachelor in Game Development [on hold]

    - by vandamon taigi
    At this moment, I'm in year 11 in Romania. I have started thinking about an university to go to and I am not really sure which should be my choice. I want it to be game development, but I also want it to be good and fun university.Thing is, I don't want to pay 30 grands a year or so for Cambridge or something like that. I am looking for a decent university at a decent price. I have in my hometown a University that is ranked 1613 world-wide which has a software development category. I need some advices and some possible options for decent universities ( Personal experience is greatly appreciated )

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  • Game development: Pre-production stage

    - by piers
    I´m starting up a new project. It´s going to be a web browser game, developed using HTML5, JavaScript and CSS3. I have some general questions regarding the process of game developing. Should you know everything about your game by the time you start writing the first lines of code? I mean should you know all the details, all the things the player can and can not do? Basically: should you be done writing down new ideas before you begin coding? I understand the pre-production process is about documenting, doing research etc. What does that mean? Does it mean I should open up Word and write down everything about the game? For example what should happen when you click on different things etc. Thanks for your help!

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • Requiring multithreading/concurrency for implementation of scripting language

    - by Ricky Stewart
    Here's the deal: I'm looking at designing my own scripting/interpreted language for fun. I'm only in the planning stages right now; I want to make sure I have a very strong hold on exactly how I will implement everything before I start coding. What I'm currently struggling with is concurrency. It seems to me like an easy way to avoid the unpredictable performance that comes with garbage collection would be to put the garbage collector in its own thread, and have it run concurrently with the interpreter itself. (To be clear, I don't plan to allow the scripts to be multithreaded themselves; I would simply put a garbage collector to work in a different thread than the interpreter.) This doesn't seem to be a common strategy for many popular scripting languages, probably for portability reasons; I would probably write the interpreter in the UNIX/POSIX threading framework initially and then port it to other platforms (Windows, etc.) if need be. Does anyone have any thoughts in this issue? Would whatever gains I receive by exploiting concurrency be nullified by the portability issues that will inevitably arise? (On that note, am I really correct in my assumption that I would experience great performance gains with a concurrent garbage collector?) Should I move forward with this strategy or step away from it?

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  • Gamification: designing cooperation in an RPG like game based on Scrum methodology

    - by Grzegorz Slawecki
    I have implemented with 3 friends a gamified system at my work (development company) which builds an fantasy rpg game over scrum project methodology. Generally, the tasks are the missions, each player is represented by a character. They earn XPs for completing tasks and they advance to the next levels which gives them badges, titles and (this is in planning phase) new privileges (e.g. priority in choosing tasks). Since the very beginning we try to do everything to avoid rivalisation between players because it would ruin the project if the players started to compete. There are no explicit leaderboards, we also plan to give bonuses for helping other players. I have a feeling that this is still not enough to really encourage cooperation. I would like to ask You for any ideas that come to Your mind that would help.

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Use adapter pattern for coupled classes

    - by kaiseroskilo
    I need (for unit testing purposes) to create adapters for external library classes.ExchangeService and ContactsFolder are Microsoft's implementations in its' EWS library. So I created my adapters that implement my interfaces, but it seems that contactsFolder has a dependency for ExchangeService in its' constructor. The problem is that I cannot instantiate ContactsFolderAdapter without somehow accessing the actual ExchangeService instance (I see only ExchangeServiceAdapter in scope). Is there a better pattern for this that retains the adapter classes? Or should I "infect" ExchangeServiceAdapter with some kind of GetActualObject method?

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  • How to Set Background for Racing Game

    - by Nathiya
    I am new to game development and AndEngine. I have small query about racing game. I am going to develop a bike racing game. For bike racing game we will move the background or the player. I am tried with andengine autoparallax background. But I didn't got the correct answer. I need to do a background like these screenshots in SpeedMoto. Can anyone help me to set the background.

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • Explanation of the definition of interface inheritance as described in GoF book

    - by Geek
    I am reading the first chapter of the Gof book. Section 1.6 discusses about class vs interface inheritance: Class versus Interface Inheritance It's important to understand the difference between an object's class and its type. An object's class defines how the object is implemented.The class defines the object's internal state and the implementation of its operations.In contrast,an object's type only refers to its interface--the set of requests on which it can respond. An object can have many types, and objects of different classes can have the same type. Of course, there's a close relationship between class and type. Because a class defines the operations an object can perform, it also defines the object's type . When we say that an object is an instance of a class, we imply that the object supports the interface defined by the class. Languages like c++ and Eiffel use classes to specify both an object's type and its implementation. Smalltalk programs do not declare the types of variables; consequently,the compiler does not check that the types of objects assigned to a variable are subtypes of the variable's type. Sending a message requires checking that the class of the receiver implements the message, but it doesn't require checking that the receiver is an instance of a particular class. It's also important to understand the difference between class inheritance and interface inheritance (or subtyping). Class inheritance defines an object's implementation in terms of another object's implementation. In short, it's a mechanism for code and representation sharing. In contrast,interface inheritance(or subtyping) describes when an object can be used in place of another. I am familiar with the Java and JavaScript programming language and not really familiar with either C++ or Smalltalk or Eiffel as mentioned here. So I am trying to map the concepts discussed here to Java's way of doing classes, inheritance and interfaces. This is how I think of of these concepts in Java: In Java a class is always a blueprint for the objects it produces and what interface(as in "set of all possible requests that the object can respond to") an object of that class possess is defined during compilation stage only because the class of the object would have implemented those interfaces. The requests that an object of that class can respond to is the set of all the methods that are in the class(including those implemented for the interfaces that this class implements). My specific questions are: Am I right in saying that Java's way is more similar to C++ as described in the third paragraph. I do not understand what is meant by interface inheritance in the last paragraph. In Java interface inheritance is one interface extending from another interface. But I think the word interface has some other overloaded meaning here. Can some one provide an example in Java of what is meant by interface inheritance here so that I understand it better?

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • Developing an ELO like point system for a multiplayer gaming site

    - by Alejandro Piad
    I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through their virtual players. There will be leagues, tournaments, and other competition formats. The question is which would be a good rating system for users in this environment. Take into account that every user may have many different virtual players playing in many different games. As a general guideline I would like to guarantee the following properties: Users who have a lot of mediocre players should not score higher than users with a few very good players. A user with a high rating should not be penalized if he adds a new bad player, until he has had enough time to improve his player. Users who don't play often should not score higher than users who play every day. Thanks in advance.

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  • When is a Use Case layer needed?

    - by Meta-Knight
    In his blog post The Clean Architecture Uncle Bob suggests a 4-layer architecture. I understand the separation between business rules, interfaces and infrastructure, but I wonder if/when it's necessary to have separate layers for domain objects and use cases. What added value will it bring, compared to just having the uses cases as "domain services" in the domain layer? The only useful info I've found on the web about a use case layer is an article by Martin Fowler, who seems to contradict Uncle Bob about its necessity: At some point I may run into the problems, and then I'll make a Use Case Controller - but only then. And even when I do that I rarely consider the Use Case Controllers to occupy a separate layer in the system architecture. Edit: I stumbled upon a video of Uncle Bob's Architecture: The Lost Years keynote, in which he explains this architecture in depth. Very informative.

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  • What makes game sound effects "good"?

    - by you786
    I'm making a small game, and I've found some free sound effects that I'd like to use. The issue is that I can't get the sound effects to sound like they "belong" in my game. I don't know what to look for that can make sound effects match the rest of my game style. I have some ideas on what affects the meshing of audio with graphics. For example, I have a feeling that the current SFX I may be too "realistic" for my graphical style, which is pretty cartoon-like. Also, is there a golden standard for what volume various SFX should be at? (for example, I am thinking that footsteps or other common sounds should be at barely audible volumes, while enemy deaths or something that is a "big deal" should be louder). I found a similar question about graphics, I'm looking for a similar response with sound effects.

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  • Advantages of Singleton Class over Static Class?

    Point 1) Singleton We can get the object of singleton and then pass to other methods. Static Class We can not pass static class to other methods as we pass objects Point 2) Singleton In future, it is easy to change the logic of of creating objects to some pooling mechanism. Static Class Very difficult to implement some pooling logic in case of static class. We would need to make that class as non-static and then make all the methods non-static methods, So entire your code needs to be changed. Point3:) Singleton Can Singletone class be inherited to subclass? Singleton class does not say any restriction of Inheritence. So we should be able to do this as long as subclass is also inheritence.There's nothing fundamentally wrong with subclassing a class that is intended to be a singleton. There are many reasons you might want to do it. and there are many ways to accomplish it. It depends on language you use. Static Class We can not inherit Static class to another Static class in C#. Think about it this way: you access static members via type name, like this: MyStaticType.MyStaticMember(); Were you to inherit from that class, you would have to access it via the new type name: MyNewType.MyStaticMember(); Thus, the new item bears no relationships to the original when used in code. There would be no way to take advantage of any inheritance relationship for things like polymorphism. span.fullpost {display:none;}

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  • Questioning the motivation for dependency injection: Why is creating an object graph hard?

    - by oberlies
    Dependency injection frameworks like Google Guice give the following motivation for their usage (source): To construct an object, you first build its dependencies. But to build each dependency, you need its dependencies, and so on. So when you build an object, you really need to build an object graph. Building object graphs by hand is labour intensive (...) and makes testing difficult. But I don't buy this argument: Even without dependency injection, I can write classes which are both easy to instantiate and convenient to test. E.g. the example from the Guice motivation page could be rewritten in the following way: class BillingService { private final CreditCardProcessor processor; private final TransactionLog transactionLog; // constructor for tests, taking all collaborators as parameters BillingService(CreditCardProcessor processor, TransactionLog transactionLog) { this.processor = processor; this.transactionLog = transactionLog; } // constructor for production, calling the (productive) constructors of the collaborators public BillingService() { this(new PaypalCreditCardProcessor(), new DatabaseTransactionLog()); } public Receipt chargeOrder(PizzaOrder order, CreditCard creditCard) { ... } } So dependency injection may really be an advantage in advanced use cases, but I don't need it for easy construction and testability, do I?

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  • Help me classify this type of software architecture

    - by Alex Burtsev
    I read some books about software architecture as we are using it in our project but I can't classify the architecture properly. It's some kind of Enterprise Architecture, but what exactly... SOA, ESB (Enterprise Service Bus), Message Bus, Event Driven SOA, there are so many terms in Enterprise software.... The system is based on custom XML messages exchanges between services. (it's not SOAP, nor any other XML based standard, just plain XML). These messages represent notifications (state changes) that are applied to the Domain model, (it's not like CRUD when you serialize the whole domain object, and pass it to service for persistence). The system is centralized, and system participants use different programming languages and frameworks (c++, c#, java). Also, messages are not processed at the moment they are received as they are stored first and the treatment begins on demand. It's called SOA+EDA -:)

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  • What is the diffference between "data hiding" and "encapsulation"?

    - by john smith optional
    I'm reading "Java concurrency in practice" and there is said: "Fortunately, the same object-oriented techniques that help you write well-organized, maintainable classes - such as encapsulation and data hiding -can also help you crate thread-safe classes." The problem #1 - I never heard about data hiding and don't know what it is. The problem #2 - I always thought that encapsulation is using private vs public, and is actually the data hiding. Can you please explain what data hiding is and how it differs from encapsulation?

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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • Conditions for a traditional friends system vs. open following system

    - by Dan
    I'm just curious for everyone who is developing social sites out there. When you build a method for connecting users, do you prefer to use a following-style system (follow me, you can see all of my information and I can just choose to follow you back), or instead do you choose to have a friends-style system (I have to allow you see all of my information on your homepage, even if it is open to the public, vise versa). Why and under what circumstances do you use each? How do you manage privacy between your users? Have you use another way to connect your users? Examples of what methods you've choose and how you manage the user's privacy (private by default vs open to the web) are awesome; it could show correlation and provides an actual look.

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  • Merge two different API calls into One

    - by dhilipsiva
    I have two different apps in my django project. One is "comment" and an other one is "files". A comment might save some file attached to it. The current way of creating a comment with attachments is by making two API calls. First one creates an actual comment and replies with the comment ID which serves as foreign key for the Files. Then for each file, a new request is made with the comment ID. Please note that file is a generic app, that can be used with other apps too. What is the cleanest way of making this into one API call? I want to have this as a single API call because I am in a situation where I need to send user an email with all the files as attachment when a comment is made. I know Queueing is the ideal way to do it. But I don't have the liberty to add queing to our stack now. So this was the only way I could think of.

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  • how to write high quality GUI software with qt?

    - by Opetmar
    I want to write a project using QT library, so after learning the library and mastering it how should I start, what other libraries or things that I should learn? are there any other tools that will help me during the development or tools well help the end user to install the software and using it? What are the things that I should be aware? what are the things that I should avoid so it can run efficiently?

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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  • Create Outlook Appointments from PowerShell

    - by BuckWoody
    I've been toying around with a script to create a special set of calendar objects in Outlook that show when my SQL Server Agent Jobs are scheduled to run. I haven't finished yet, but I thought I would share the part that creates the Outlook Appointments.I have yet to fill a variable with the start and end times, and then loop through that to create the appointments. I'm thinking I'll make the script below into a function, and feed it those variables in a loop. The script below creates a whole new Calendar Folder in Outlook called "SQL Server Agent Jobs". I also use categories quite a bit, so you'll see that too. Caution: If you plan to play with this script, do it on an isolated workstation, not on your "regular" Outlook calendar. Otherwise, you'll have lots of appointments in there that you don't care about!  # Add a new calendar item to a new Outlook folder called "SQL Server Agent Jobs" $outlook = new-object -com Outlook.Application $calendar = $outlook.Session.folders.Item(1).Folders.Item("SQL Server Agent Jobs") $appt = $calendar.Items.Add(1) # == olAppointmentItem $appt.Start = [datetime]"03/11/2010 11:00" $appt.End = [datetime]"03/11/2009 12:00" $appt.Subject = "JobName" $appt.Location = "ServerName" $appt.Body = "Job Details" $appt.Categories = "SQL server Agent Job" $appt.Save()   Script Disclaimer, for people who need to be told this sort of thing: Never trust any script, including those that you find here, until you understand exactly what it does and how it will act on your systems. Always check the script on a test system or Virtual Machine, not a production system. All scripts on this site are performed by a professional stunt driver on a closed course. Your mileage may vary. Void where prohibited. Offer good for a limited time only. Keep out of reach of small children. Do not operate heavy machinery while using this script. If you experience blurry vision, indigestion or diarrhea during the operation of this script, see a physician immediately.   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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