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  • 3-d game programming

    - by Ygam
    what programming language/languages do they use to produce games lik Bioware's Dragon Age Origins and some other 3-d games like Call of Duty? If I would like to do 3d-game programming, where do I start? Are there even simple tutorials for this? I would like to do 3-d game programming for PC games:)

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  • Override variables while testing a standalone Perl script

    - by BrianH
    There is a Perl script in our environment that I now need to maintain. It is full of bad practices, including using (and re-using) global variables throughout the script. Before I start making changes to the script, I was going to try to write some test scripts so I can have a good regression base. To do this, I was going to use a method described on this page. I was starting by writing tests for a single subroutine. I put this line somewhat near the top of the script I am testing: return 1 if ( caller() ); That way, in my test script, I can require 'script_to_test.pl'; and it won't execute the whole script. The first subroutine I was going to test makes a lot of use of global variables that are set throughout the script. My thought was to try to override these variables in my test script, something like this: require_ok('script_to_test.pl'); $var_from_other_script = 'Override Value'; ok( sub_from_other_script() ); Unfortunately (for me), the script I am testing has a massive "my" block at the top, where it declares all variables used in the script. This prevents my test script from seeing/changing the variables in the script I'm running tests against. I've played with Exporter, Test::Mock..., and some other modules, but it looks like if I want to be able to change any variables I am going to have to modify the other script in some fashion. My goal is to not change the other script, but to get some good tests running so when I do start changing the other script, I can make sure I didn't break anything. The script is about 10,000 lines (3,000 of them in the main block), so I'm afraid that if I start changing things, I will affect other parts of the code, so having a good test suite would help. Is this possible? Can a calling script modify variables in another script declared with "my"? And please don't jump in with answers like, "Just re-write the script from scratch", etc. That may be the best solution, but it doesn't answer my question, and we don't have the time/resources for a re-write.

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  • Testing JavaMail Related Modules

    - by Hamza Yerlikaya
    Part of my application depends on JavaMail, moving arranging messages etc. Is it possible to test this module without firing a IMAP server to run the tests on? I am always stuck when it comes to testing stuff that depends on external servers or modules.

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  • Testing a Generic Class

    - by Jonas Gorauskas
    More than a question, per se, this is an attempt to compare notes with other people. I wrote a generic History class that emulates the functionality of a browser's history. I am trying to wrap my head around how far to go when writing unit tests for it. I am using NUnit. Please share your testing approaches below. The full code for the History class is here (http://pastebin.com/ZGKK2V84).

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  • Testing Mobile Sites

    - by Kyle Rozendo
    Hi All, We are about to launch a mobile site and are wondering what the best way of testing across as many mobile browsers as possible would be? This could be a company that does this sort of thing, or a way in which to do it in-house, we're not being picky. Thanks, Kyle

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  • Testing chess game

    - by mousey
    There is a software for chess game and we need to test the following method: boolean canMoveTo(int x, int y) x and y are the coordinates of the chess board and it returns true/false whether the piece can move to that position or not. We need to test this method for a pawn piece and you can set up the board any way you like prior to running a test case. Source code is not provided

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  • Breakout ball collision detection, bouncing against the walls

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

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  • Game engine with python scripting?

    - by Kayle
    Looking to put together a 3D side-scrolling action platformer. Since this is my first time trying to put together a non-simple adventure game, I'm at a loss for which engine to consider. I would prefer one that supports scripting in python, since that's my primary language. Without tight controls, the game will suck... so speed is a priority. Cross-platform is also important to me. Any suggestions?

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • Unit testing an iPhone static library with XCode 3

    - by teabot
    I am writing a number of static libraries for the iPhone and wish also to have suites of unit tests. XCode 3 provides templates for both static libraries and unit tests but I am wondering how they should fit together in a static library project? In my static library project I have created a target for unit testing but expect to also create an executable to kick off the unit tests than run against the classes in the static library. What is the procedure for doing this?

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  • Questions on about TDD or unit testing in ASP.NET MVC

    - by Diego
    I've been searching on how to do Unit testing and find thats is quite easy, but, what I want to know is, In a asp.net mvc application, what should be REALLY important to test and which methods you guys use? I just can't find a clear answer on about WHAT TO REALLY TEST when programming unit tests. I just don't want to make unecessary tests and loose developement time doing overkill tests.

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  • XNA Moddable Game - Architecture Design and Reflection

    - by David K
    I've decided to embark on an XNA moddable game project of a simple rogue style. For all purposes of this question, I'm going to not be using a scripting engine, but rather allow modders to directly compile assemblies that are loaded by the game at run time. I know about the security problems this may raise. So in order to expose the moddable content, I have gone about creating a generic project in XNA called MyModel. This contains a number of interfaces that all inherit from IPlugin, such as IGameSystem, IRenderingSystem, IHud, IInputSystem etc. Then I've created another project called MyRogueModel. This references MyModel project, and holds interfaces such as IMonster, IPlayer, IDungeonGenerator, IInventorySystem. More rogue specific interfaces, but again, all interfaces in this project inherit from IPlugin. Then finally, I've created another project called MyRogueGame, that references both MyModel and MyRogueModel projects. This project will be the game that you run and play. Here I have put the actual implementation of the Monster, DungeonGenerator, InputSystem and RenderingSystem classes. This project will also scan the mods directory during run time and load any IPlugins it finds using reflection and override anything it finds from the default. For example if it finds a new implementation of the DungeonGenerator it will use that one instead. Now my question is, in order to get this far, I have effectively 2 projects that contain nothing but interfaces... which seems a little... strange ? For people to create mods for the game, I would give them both the MyModel and MyRogueModel assemblies in which they would reference. I'm not sure whether this is the right way to do it, but my reasoning goes as follows : If I write 1 input system, I can use it in any game I write. If I create 3 rogue like games, and a modder writes 1 rendering system, that modder could use the rendering system for all 3 games, because it all comes from the MyModel project. I come from a more web based C# role, so having empty interface projects doesn't seem wrong, its just something I haven't done before. Before I embark on something that might be crazy, I'd just like to know whether this is a foolish idea and whether there's a better (or established) design principle I should be following ?

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  • Beginning Game Programming-ADVICES!

    - by udsha
    I like to continue my future career on way that I am looking to choose from few more ways I would like to do. Computer Game Programming / Networking(Security) ...etc Then It is good to know the risks having no those fields and how to begin it as a game programmer! I want those kind of advices and guidance . Can Anyone show me the path ?

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  • Legality of similar games

    - by Jamie Taylor
    This is my first question on GD.SE, and I hope it's in the right place. A little background: I'm an amateur (read: not explicitly employed to develop games, but am employed as a software developer) game developer and took a ComSci with Games Development degree. My Question: What is the legal situation/standpoint of creating a copycat title? I know that there are only N number of ways of solving a problem, and N number of ways to design a piece of software. Say that an independent developer designed a copycat game (a Tetris clone in this example) for instance, and decided to use that game to generate income for themselves as well as interest for their other products. Say the developer adds a disclaimer into the software along the lines of "based on , originally released c. by ." Are there any legal problems/grey areas with the developer in this example releasing this game, commercially? Would they run into legal problems? Should the developer in this example expect cease and desist orders or law suit claims from original publishers? Have original publishers been known to, effectively, kill independent projects because they are a little too close to older titles? I know that there was, at least, one attempt by a group of independent developers to remake Sonic the Hedgehog 2 and Sega shut them down. I also know of Sega shutting down development of the independent Streets of Rage Remake. I know that "but it's an old game, your honour," isn't a great legal standpoint when it comes to defending yourself. But, could an independent developer have a law suit filed against them for re-implementing an older title in a new way? I know that there are a lot of copycat versions of the older titles like Tetris available on app stores (and similar services), and that it would be very difficult for a major publisher to shut them all down. Regardless of this, is making a Tetris (or other game) copycat/clone illegal? We were taught lots of different things at University, but we never covered copyright law. I'm presuming that their thought behind it was "IF these students get jobs in games development, they wont need to know anything about the legal side of it, because their employers will have legal departments... presumably" tl;dr Is it illegal to create a clone or copycat of an old title, and make money from it?

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  • Testing your code before releasing to QA

    - by user279521
    I have heard developers say that people who write code should not be the ones testing it. I am looking for peoples experience in this situation. Many times I have done my share of development, then released to the QA dept and had the code sent back to me becuase some aspect of the application was broken due to my coding, regardless of how much I had tested it prior to QA release. Does anyone on this board have a process to follow, that enables them to throughly test their code before releasing to QA?

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  • Scriptable testing/debugging HTTP/HTTPS cookies and redirects

    - by Peter Boughton
    I need to setup some automated testing of HTTP requests, to check cookies are doing the right thing, with (manual) debugging when there is a problem. So far I've been muddling along with Firebug, but it's quite a bit of effort using that, and I would prefer some form of scriptable tool, both to make it easier for me and to allow an automated regression test. Any recommendations?

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  • iTorque for a simple arcade game

    - by Herfus
    I have a basic understanding of programming, but I am no programmer. I've had a couple of a semesters with java programming, so we're talking pretty basic here. I have some scripting experience with game editors where I've created a few (simple) encounters, boss AI, abilities, events and so on. I've mostly done level design with UDK, Source and several other toolsets for a few years now, but I'd like to divert some of the focus to iphone-development. I've participated in a few development projects (source, udk, daot) where I've had a variety of roles (yet never beyond simple scripting). I have just finished prototyping an Iphone game (using game maker) and begun a bit more precise planning on what I'll have to do for the real version. The game is fairly simple, perhaps the best comparison in scope and complexity would be Doodlejump for iPhone. The reason I created the prototype was not just to answer a few questions about the gameplay, but to get some insight into what kind of problems I might face when trying to develop the real thing. I've been looking for engines that I can use for this. iTorque looks, so far, like the best option with a scripting language and WYSIWYG-editor. However the price is fairly steep and I'd like to prepare myself as much as possible before jumping into this, which is why I'm going to ask a few questions here. What kind of difficulties do you think I might run into, considering what you've read so far? Not just with torque, but development in general. I'm making this question mostly to have someone to reality check me. I usually achieve to do what I'm trying to do with scripting, but something tells me there's a very big difference between scripting an AI or an event and creating game logic. Will it be too much of a leap? Just how simple is it to use the Torque scripting language? Obviously I don't expect to be prepared, I expect it to be a learning process. However, I'd still like to be at least a bit confident on the time I'll have to dedicate to this first.

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  • Guitar hero clone and music

    - by mm24
    I am an indie game developer and I am doing a game similar to guitar hero. I am using tracks composed by musicians and I contacted them to sing a licensing contract. As is my first indie project I have no idea on how I should deal with the royalties aspect of this because each track as an ISRC code and each time a track is played in public there is a fee to pay to the "local" registration authority. An iPhone game it is downloaded and not played on air (or physically distributed), and hence I think there is a specific legislation for this that specifies how much one should pay. I own some of the tracks composed and for this I think I won't have to pay a royalty (even if the track has an ISRC code) but for other tracks I just have a license "to use". I wonder how a game like Guitar hero can sell on iPhone for as little as 0,99$ and then have "in app purchases" for packs of 3 songs (for about 2 dollars) and make a profit (I imagine they will have to pay a ISRC royalty). Does anyone of you have any idea of this can work or if there is a section in this forum where I can ask this question? I understand is not about coding but I think is about development of a game in the broader sense.

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  • Where to Start?

    - by freemann098
    my name is Chase. I've been programming for over 3 years now and I've made very little progress towards game development. I blame myself for it due to reasons. I have experience in many languages such as C++, C#, and Java. I have a little bit of knowledge in JavaScript/HTML and Python. My question is where to start on actually understanding jumping into game development. Whenever I watch game development tutorials it mostly makes sense until points of things like OpenGL or advanced topics that make no sense at all. An example is something like glOrhho Matrix or whatever. Videos either don't explain things like this or they're not explained very well. Do I not know enough basics? I find myself always copying code from a video but understanding very little of it. It's like i'm memorizing things I don't understand which makes it hard to program at all. If I were to want to get to the point where I could write my own game engine or just a game by myself in general in C++ using at the most documentation how would I start at mastering to that level. Should I learn C first, or get really good at basics in general with C++. I know there is a similar posted question on this site but it's not the same due to the fact the person asking the question has a well knowledge level in programming. I'm stuck in a loop of learning the same things but if I go farther I don't understand. I'm stuck in the same spot and need to make progress.

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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