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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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  • Programming is easy, Designing is hard

    - by Rachel
    I work as Programmer and I feel if design documents are properly in place and requirements are clearly specified than programming is not that difficult but when I think in terms of Designing a Software than it gives chills to me and I think its a very difficult part. I want to develop my Design Skills so, How should I go about it ? Are there any books, blogs, websites or other approaches that SO community can suggest ? Update: By Design I meant Design of overall Application or particular problem at hand and not UI Design.

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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  • multi-clients web application,should I use custom user controls or a common user control

    - by ValidfroM
    Say my company is going to build a complicated asp.net web form education system. One of the module is web based registration. To make it flexiable, we decide to use user control(ascx) with rule-engine (work flow) regulating all business logic behide them. Thus in future,for different clients, we can simply config basic existing rules or adding new rules.(Rules stored in db or XML per client). Now the question is how to deal with the user controls (ascx)? My opinion is for different client build diffrent user control from scratch. other voice is like reuse existing user controls.

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • How Byte loading/storing is implemented By the CPU?

    - by AlexDan
    I know that in 32bit machine, cpu read from memory 32bits at a time. since the registers in this case is 32bit in size too, I can understand how this works. What I don't understand is how the cpu implement load instructions of 1 byte. does it load the whole word where the single byte is located to the register, then perform some kind of "byte shifting", or does the cpu can load a single byte, in this case when does the byte masking happen, is it until the byte got loaded in the register, or it happen when byte is send through the data bus ? P.S. The cpu Im using is MIPS, the instructions Im talking about are: lb or lbu

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  • design for supporting entities with images

    - by brainydexter
    I have multiple entities like Hotels, Destination Cities etc which can contain images. The way I have my system setup right now is, I think of all the images belonging to this universal set (a table in the DB contains filePaths to all the images). When I have to add an image to an entity, I see if the entity exists in this universal set of images. If it exists, attach the reference to this image, else create a new image. E.g.: class ImageEntityHibernateDAO { public void addImageToEntity(IContainImage entity, String filePath, String title, String altText) { ImageEntity image = this.getImage(filePath); if (image == null) image = new ImageEntity(filePath, title, altText); getSession().beginTransaction(); entity.getImages().add(image); getSession().getTransaction().commit(); } } My question is: Earlier I had to write this code for each entity (and each entity would have a Set collection). So, instead of re-writing the same code, I created the following interface: public interface IContainImage { Set<ImageEntity> getImages(); } Entities which have image collections also implements IContainImage interface. Now, for any entity that needs to support adding Image functionality, all I have to invoke from the DAO looks something like this: // in DestinationDAO::addImageToDestination { imageDao.addImageToEntity(destination, imageFileName, imageTitle, imageAltText); // in HotelDAO::addImageToHotel { imageDao.addImageToEntity(hotel, imageFileName, imageTitle, imageAltText); It'd be great help if someone can provide me some critique on this design ? Are there any serious flaws that I'm not seeing right away ?

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • Structure of a correctly implemented JTable with TableModel and Listeners?

    - by bamboocha
    I am pretty new to Java and its JTables and this is where I am struggling at the moment. I need to create a GUI which shows me results of a sql query like SELECT * FROM tblPeople WHERE name='Doe'. My idea was to create a a JFrame which displays a JTable with all found records. Besides this, I need to also implement some code to handle when a user is double clicking a record or selecting it by using his arrow keys (additional feature: pressing 12(e.g.) should select the 12th record). What is the best way to structure my program (what classes do I need and especially where do I store my logic)? I came up with structuring it the following way: Main.java ("view") SQLConnection.java PeopleTableModel.java (only stores and returns data given by the passed ResultSet, "model" inherits from DefaultTableModel) PeopleTable.java (stores basically all my logic including KeyListener and MouseListener, "controller", inherits from JTable) Are there better ways to achieve my goals? If so, what are they?

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  • I know how to program, and how to learn how to program, but how/where do you learn how to make systems properly?

    - by Ryan
    There are many things that need to be considered when making a system, let's take for example a web based system where users log in and interact with each other, creating and editing content. Now I have to think about security, validation (I don't even think I am 100% sure what that entails), "making sure users don't step on each others feet" (term for this?), preventing errors in many cases, making sure database data doesn't become problematic through unexpected... situations? All these things I don't know how or where to learn, is there a book on this kind of stuff? Like I said there seems to be a huge difference between writing code and actually writing the right code, know what I mean? I feel like my current programming work lacks much of what I have described and I can see the problems it causes later, and then the problems are much harder to solve because data exists and people are using it. So can anyone point me to books or resources or the proper subset of programming(?) for this type of learning? PS: feel free to correct my tags, I don't know what I am talking about. Edit: I assume some of the examples I wrote apply to other types of systems too, I just don't know any other good examples because I've been mostly involved in web work.

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  • Passing data between engine layers

    - by spaceOwl
    I am building a software system (game engine with networking support ) that is made up of (roughly) these layers: Game Layer Messaging Layer Networking Layer Game related data is passed to the messaging layer (this could be anything that is game specific), where they are to be converted to network specific messages (which are then serialized to byte arrays). I'm looking for a way to be able to convert "game" data into "network" data, such that no strong coupling between these layers will exist. As it looks now, the Messaging layer sits between both layers (game and network) and "knows" both of them (it contains Converter objects that know how to translate between data objects of both layers back and forth). I am not sure this is the best solution. Is there a good design for passing objects between layers? I'd like to learn more about the different options.

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • What is an Enterprise Resource Planning (ERP) System?

    In order to understand what an Enterprise Resource Planning System is let us look at a classic American kids snack, the Rice Krispy Treat if we conceptually view the treat as a company’s internal applications as a whole.  Furthermore we can view a company’s departmentalized software applications as the theoretical Rice Krispies in the treat. In addition, the Rice Krispies consist of a combination of ingredients that be broken down into data, user interfaces and business logic. Next, we have the margarine or butter that is used to help the marshmallows bind with the Rice Krispies; this role in our conceptual view is taken by a data source typically as a relational database management system. Finally we have the melted marshmallows which act as the ERP software that connects all of the individual departmental software applications in to one unified system that allows all user one unified system to interact with all of the individual dispersed systems. An example of this would be if a customer places an order with a telephone operator and once the orders is processed an employee in the shipping department can see the order ready for fulfillment on his order screen. The ERP acts a go between for various independent departmental systems so that they can integrate with one another.

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  • How to build a .Net app which runs on desktop and as a Windows Service

    - by Mike
    Ok, I hope this is not too much confusing (with my poor English). I want to build a small .Net 4.0 app which monitors several other applications on a Windows Server OR on a regular Windows PC. It will have a WPF GUI with a variety of graphical controls. The app will be used in the following scenarios: If installed on a PC it should run as a “normal” single Windows desktop app If installed on a Server, it should run as a Windows Service. To use/manage the app it must have the same WPF GUI as in scenario 1 and the GUI should be run on the Server or on a remote PC At the moment I consider to write the application logic and connect it to the WPF GUI using a self-hosted WCF Data Service IN BOTH SCENARIOS. Since I’m not a pro developer I suppose it’s possible that I've missed something ;-) Will this work? Are there other/better solutions? Any answer or comment is highly appreciated.

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • How can I gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting?

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  • How would you represent an object that can be of multiple types, when storing it as a document in MongoDB?

    - by blueberryfields
    Somewhat related to this question, say that I have an object category which, depending on which type of object I have, has different restrictions on what it contains. (if you can reword the previous sentence to make more sense I'd appreciate it) For example var SomeSchema = new Schema({ _id: ObjectID, [... large number of common fields ...] type: //Restricted somehow to members of a fixed array data: //depending on type, this might be restricted - sometimes an integer, sometimes array, etc... }); What's the idiosyncratic method for defining this type of schema? Is it appropriate to define a single schema, and handle the types inside of it's members, or am I better off with separate schema for each type?

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  • Best approach to designing multi-client applications

    - by Tomh
    Hi, I was wondering how you guys start out if you need to design a multi-client project where multiple clients can interact with a server. In specific how do you go about dealing with different states and message handling, how do you start designing and considering all these cases? For example a video webchat application where it is possible that you call another client, while that client is already in a call, or is stuck in a modal dialog such that the calling dialog does not come through.

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  • How to track many in-game statistics

    - by Alex Schearer
    I am looking to track many in-game events, e.g. the score of each move, how many moves are taken, what types of moves, etc. A lot of stats can simply be tracked with a counter. In some cases I need to aggregate data in order to calculate the value (e.g. most common move). How are you tracking in-game stats for your games? How do you avoid creating a class with tens or hundreds of fields? How do you avoid littering the code with tracking invocations? How do you abstract the aggregate data so as to avoid rewriting it for each scenario?

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  • Why make the login page to a single page application a separate page?

    - by ryanzec
    I am wondering why it seems to be popular to have the login page of a SPA be a separate page that is not page of the SPA (as in loaded and send data through ajax requests)? I only thing I can think of is security but I can't think a specific security reason. I mean the only thing that come to mind is that if your login page in part of the SPA, it sends the username/password through ajax which can be seen by such tools like firebug or web inspector however even if you send it as a normal POST request, there are other tools that can easily capture this data (like fiddler, httpscoop, etc...). Is there something I am missing?

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  • How can you predict the time it will take for two processes in two different machines in a cluster to communicate?

    - by Dokkat
    I am trying to develop a computing application which needs a lot of memory (500gb). Buying a single machine for that is overly expensive. I can, though, buy ~100 small instances on Digital Ocean or similar, divide the memory in blocks and use TCP to emulate shared memory between the instances. Now, my question is: how can I measure/predict the time it will take for two processes in two different machines like that to share information, in comparison to IPC and shared memory? Are there rules of thumb? I don't want exact values, but knowing more or less how much faster one is would be very helpful in visualising the feasibility of this approach.

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  • Leveraging Code Across Platforms in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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