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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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  • Entity component system -> handling components that depend on one another

    - by jtedit
    I really like the idea of an entity component system and feel it has great flexibility, but have a question. How should dependent components be handled? I'm not talking about how components should communicate with other components they depend on, I have that sorted, but rather how to ensure components are present. For example, an entity cannot have a "velocity" component if it doesn't have a "position" component, in the same way it cant have an "acceleration" component if it doesn't have a "velocity" component. My first idea was every component class overrides an "onAddedToEntity(Entity ent)" function. Then in that function it checks that prerequisite components are also added to the entity, eg: struct EntCompVelocity() : public EntityComponent{ //member variables here void onAddedToEntity(Entity ent){ if(!ent.hasComponent(EntCompPosition::Id)){ ent.addComponent(new EntCompPosition()); } } } This has the nice property that if the acceleration component adds the velocity component, the velocity component will itself add the position component to the entity so dependency "trees" will sort themselves out. However my concern is if I do this components will silently be added with default values and, in the example of adding position, many entities will appear at the origin. Another idea was to simple have the "Entity.addComponent();" function return false if the component's prerequisite components aren't already on the entity, this would force you to manually add the position component and set its value before adding the velocity component. Finally I could simply not ensure a components prerequisite components are added, the "UpdatePosition" system only deals with entities with both a position and velocity component, so therefore adding a velocity component without having a position component wont be a problem (it wont cause crashes due to null pointer/etc), but it does mean entities will carry useless unused data if you add components but not their prerequisite components. Does anyone have experience with this problem and/or any of these methods to solve it? How did you solve the problem?

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  • What are the most commonly used enterprise Java technologies, and what would you want a non technical audience to understand about them?

    - by overstood
    I have been asked to give a presentation to a non-technical audience on what Java technologies are currently being used in the enterprise world. The goal is to give this non-technical audience the background they need to understand what engineers are talking about. It's part of a broader series of talks that I'm giving. I'm primarily a .NET and C++ dev, so I thought I'd try to get some input from some Java devs. What technologies do you use? What Java related acronyms would you like to be able to use around non-coders? What would you like non-coders to understand about them?

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  • How to deal with ad-hoc mindsets?

    - by Rotian
    I joined a dev team of six two month ago. People are nice, all is good. But more and more I observe an ad-hoc mindset. Stuff gets quick fixed, at the cost of future usability, there is little testing and two people happily admitted, that they like to carry the knowledge around in their head, rather than to write it down. How to deal with this? I'd like to lead by example, but time is limited - I like architecting and actually implementing the stuff. But I'm afraid the ad-hoc mindset infects me and rather than striving for clearness and simplicity in design and code - which isn't simple to establish - I get pulled down the drain of an endless spiral of hacks on hacks - which no outsider can uncouple - just for schedule's and management's sake.

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  • How should I take being told that I was wrong?

    - by Chris
    On a fairly important project with short timelines I decided to use SubSonic for straight forward data access. I wired up a handful of forms, created matching database tables and POCO's for each and used SubSonic's simple repository mode for the data access. Everything worked well and I was able to bang these forms out pretty quickly and I moved on to other things. Since that time I have heard that using SubSonic was a 'cowboy move' and that it was implemented 'incorrectly' and that 'the person who used it, didn't even know how to use SubSonic'. What I would like to know is, how should I take this? There were and still are no standards for data access at this company, so there is no violation of a standard. The forms worked exactly as requested and saved the data to the database correctly. And with only spending a few days on the forms instead of weeks, saved a lot of time which was used for other functionality in the project. So in light of all of this, I am confused as to what was 'incorrect'. Am I missing something here? Thanks for your answers.

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  • The term 'enterprise'

    - by SkonJeet
    I see the term 'enterprise' being thrown around software developers and programmers a lot and used loosely it seems. en·ter·prise/'ent?r?priz/ Noun: A project or undertaking, typically one that is difficult or requires effort. Initiative and resourcefulness. Can someone please clarify what this term actually encompasses? "At an enterprise level", "enterprise scale". There are even "enterprise editions" of things. What exactly does it mean? It obviously doesn't make sense judging by the above definition so more specifically to software what does one mean when using the word enterprise??? EDIT: To add a spin on this - how does this term then fit into phrases such as Enterprise Framework Model? What does data access and data context have to do with company-wide descriptions?

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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  • Game actions that take multiple frames to complete

    - by CantTetris
    I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else remove all complete rows move rows down so there are no gaps if we can spawn a new block spawn a new current block else game over Everything in the game so far happens instantly - things are spawned instantly, rows are removed instantly etc. But what if I don't want things to happen instantly (i.e animate things)? for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else ?? animate complete rows disappearing (somehow, wait over multiple frames until the animation is done) ?? animate rows moving downwards (and again, wait over multiple frames) if we can spawn a new block spawn a new current block else game over In my Pong clone this wasn't an issue, as every frame I was just moving the ball and checking for collisions. How can I wrap my head around this issue? Surely most games involves some action that takes more than a frame, and other things halt until the action is done.

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  • Run the Windows .net Application in System Tray on System Startup

    - by Rajneesh Verma
    Hi, Today i have created a .net windows application which has following key points. 1. Run only one instance of the project: to achieve this i have change the code of Program.cs as: Code Snippet static class Program { /// <summary> /// The main entry point for the application. /// </summary> [ STAThread ] static void Main() { bool instanceCountOne = false ; using ( Mutex mtex = new Mutex ( true , "MyRunningApp" , out instanceCountOne)) { if (instanceCountOne) { Application ...(read more)

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  • What are the benefits of designing a KeyBinding relay?

    - by Adam Naylor
    The input system of Quake3 is handled using a Keybinding relay, whereby each keypress is matched against a 'binding' which is then passed to the CLI along with a time stamp of when the keypress (or release) occurred. I just wanted to get an idea from developers what they considered to be the key benefits of designing your input system around this approach? One thing i don't particularly like is the appending of the timestamp to the bound command. This seems like a bit of a hack to bend the CLI into handling the games input? Also I feel that detecting the keypress only to add the command to a stream of text that gets parsed at a later date to be a slightly latent way of responding to input? (or is this unfounded?) The only real benefit i can see is that it allows you to bind 'complex' commands to keypresses; like 'switch weapon;+fire;' for example. Or maybe for journaling purposes? Thanks for any insights!

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  • Silverlight TV 24: eBays Silverlight 4 Simple Lister Application

    John grabs a few minutes with Dave Wolf of Cynergy to talk about the eBay Simple Lister application, one of the first publicly available Silverlight 4 out of browser applications. Dave discusses the process of how designing and developing the Silverlight 4 application was simplified using SketchFlow, Blend, and Visual Studio tools. The application is pretty slick, and you can check it out now via the link below! Relevant links: John's Blog and on Twitter (@john_papa) Cynergy Get the...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • Staying OO and Testable while working with a database

    - by Adam Backstrom
    What are some OOP strategies for working with a database but keeping thing testable? Say I have a User class and my production environment works against MySQL. I see a couple possible approaches, shown here using PHP: Pass in a $data_source with interfaces for load() and save(), to abstract the backend source of data. When testing, pass a different data store. $user = new User( $mysql_data_source ); $user-load( 'bob' ); $user-setNickname( 'Robby' ); $user-save(); Use a factory that accesses the database and passes the result row to User's constructor. When testing, manually generate the $row parameter, or mock the object in UserFactory::$data_source. (How might I save changes to the record?) class UserFactory { static $data_source; public static function fetch( $username ) { $row = self::$data_source->get( [params] ); $user = new User( $row ); return $user; } } I have Design Patterns and Clean Code here next to me, but I'm struggling to find applicable concepts.

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  • New VS2012 Book: Pro Application Lifecycle Management with Visual Studio 2012

    - by Jakob Ehn
    During the spring/summer I have been involved with reviewing a new book about Visual Studio 2012 ALM from Apress called “Pro Application Lifecycle Management with Visual Studio 2012” The book is written by a fellow Visual Studio ALM MVP Mathias Olausson and his colleague Joachim Rossberg. It is a very comprehensive book that covers both all aspects of ALM in general and also how to implement these practices with Visual Studio 2012. The book also has several chapters dedicated to measuring your improvements by using ALM assessments and metrics. Read more about the book here on Mathias blog: http://msmvps.com/blogs/molausson/archive/2012/07/17/book-project-pro-application-lifecycle-management-with-visual-studio-2012-completed.aspx You can pre-order the book here at Amazon: http://www.amazon.com/Application-Lifecycle-Management-Visual-Professional/dp/1430243449/ Check it out!

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  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OOP interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Working on someone else's code

    - by Xavi Valero
    I have hardly a year's experience in coding. After I started working, most of the time I would be working on someone else's code, either adding new features over the existing ones or modifying the existing features. The guy who has written the actual code doesn't work in my company any more. I am having a hard time understanding his code and doing my tasks. Whenever I tried modifying the code, I have in some way messed with the working features. What all should I keep in mind, while working over someone else's code?

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  • How do you develop web applications? [closed]

    - by ck3g
    How do you and/or your team develop your web applications? Language, framework or platform doesn't matter. I would like to know about the structure of your environment. For example: Using IDE on workstation and project files on remote host accessing via sftp. Files are saved instantly on remote host; All files are local and are uploaded on remote host during saving; Files are local, web server is running on local computer and is tested at local host. etc. You could write down also about the benefits of your approach, this will be useful for me. Thanks upd: Here must be a question and here it is: which is the best approach by your opinion?

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  • What is enterprise software, exactly?

    - by good_computer
    I don't understand the difference between "normal" software and enterprise software. Even after reading these... "Enterprise Software" on Wikipedia "Enterprise Software Is Sexy Again" on Techcrunch "The Great Enterprise Software Swindle" on Coding Horror I can't really wrap my head around the real differences. Is there any difference at all between the two? Why do people say enterprise software sucks?

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  • Get entities ids from two similar collections using one method

    - by Patryk Roszczyniala
    I've got two lists: List<Integer, ZooEntity> zoos; List<Integer, List<ZooEntity>> groupOfZoos; These operations will return collections of values: Collection<ZooEntity> cz = zoos.values(); Collection<List<ZooEntity>> czList = groupOfZoos.values(); What I want to achieve is to get list of all zoo ids. List<Integer> zooIds = cz ids + czList ids; Of course I can create two methods to do what I want: public List<Integer> getIdsFromFlatList(Collection<ZooEntity> list) { List<Integer> ids = new ArrayList<Integer>(); for (ZooEntity z : list) { ids.add(z.getId()); } return ids; } public List<Integer> getIdsFromNestedList(Collection<List<ZooEntity>> list) { List<Integer> ids = new ArrayList<Integer>(); for (List<ZooEntity> zList : list) { for (ZooEntity z : zList) { ids.add(z.getId()); } } return ids; } As you can see those two methods are very similar and here is my question: Is it good to create one method (for example using generics) which will get ids from those two lists (zoos and groupOfZoos). If yes how it should look like? If no what is the best solution? BTW. This is only the example. I've got very similar problem at job and I want to do it in preety way (I can't change enities, I can change only getIds...() methods).

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  • What is the most effective way to add functionality to unfamiliar, structurally unsound code?

    - by Coder
    This is probably something everyone has to face during the development sooner or later. You have an existing code written by someone else, and you have to extend it to work under new requirements. Sometimes it's simple, but sometimes the modules have medium to high coupling and medium to low cohesion, so the moment you start touching anything, everything breaks. And you don't feel that it's fixed correctly when you get the new and old scenarios working again. One approach would be to write tests, but in reality, in all cases I've seen, that was pretty much impossible (reliance on GUI, missing specifications, threading, complex dependencies and hierarchies, deadlines, etc). So everything sort of falls back to good ol' cowboy coding approach. But I refuse to believe there is no other systematic way that would make everything easier. Does anyone know a better approach, or the name of the methodology that should be used in such cases?

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • What modern design pattern / software engineering books for Java SE 6 do you recommend ?

    - by Scott Davies
    Hi, I am very familiar with Java 6 SE language features and am now looking for modern books that cover design patterns in Java for beginners as well as software engineering books that discuss architectures, algorithms and best practices in Java coding (sort of like the Effective C# books). I am aware of the classic GoF design patterns book, however, I'd like a more modern reference that takes advantage of the features of Java 6 SE. What books would you recommend ? Thanks, Scott

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  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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