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Member Since 19 Jul 2012
Offline Last Active May 01 2015 08:59 AM

Topics I've Started

Game testing - debug vs release configuration

30 April 2015 - 06:57 PM

Hello there,


Most games have a debug and a release configuration. Runtime checks (eg. asserts or #ifdef DEBUG) in debug code help discovering errors and they are excluded from the release binary.

So testing is done on the debug configuration to discover all errors. When there are no more unfixed bugs, configuration is switched to release and the game is rebuilt.

How much is needed to be tested in the release version again?

Testing everything all over again would be too much. Not testing anything would be also crazy, as the code changed and it should not change the behavior but in software development people make mistakes...

How would you chose what/how to test again in the release?

SpeedBird online multiplayer game

02 December 2014 - 11:35 AM



I'm here to announce my finished game, so you guys can play it.


SpeedBird is an online multiplayer minigame.
It's the race of two little birds that can't fly, only run and jump.

You can play against a friend, or find an opponent in Lobby chat.

It's free to play, please donate if you enjoyed the game.
The game is browser based, make sure your browser is updated.
Android is also supported with Chrome, Firefox or Opera.


The game uses latest browser technologies:

  • HTML5 Canvas
  • Websockets
  • WebRTC

Website (play): http://speedbird.tk


On Indie DB: http://www.indiedb.com/games/speedbird



SDL_net get MAC address from socket

14 May 2013 - 01:51 AM


Say I'm the server, a client is connected to me using TCP. How can I get the client's MAC address from it's socket using the SDL_net library?

Thank you for your help.

Two way TCP with SDL_net

23 April 2013 - 02:45 AM


I use the code from the following great tutorial:


But I can send only from the client to the server. Can you help me what do I have to add the code to send from the server to the client? Do I have to create another socket, or I can use that one already open? Note that I need only one client per server, so I want just something simple.

Thank you,


ODE problem with Hinge2 joint

09 February 2013 - 08:18 AM

I've been trying to create a car model with the ODE physics engine.

I set the rear wheels to always face forward parallel with the chassis:

dJointSetHinge2Param ( joint, dParamLoStop, 0.0);
dJointSetHinge2Param ( joint, dParamHiStop, 0.0);

When the car is moving forward it's fine but when the car turns the rear wheels get turned somehow. I control only the front wheels, it's not four wheel steering.

I've tried to set other parameters of the Hinge2 joint as well like dParamERP and CFM, dParamStopERP and CFM or dParamBounce but they had no effect on this, I've also tried number 1 and 2 from these. (See in the ODE manual: Joint types -> Parameter Functions.)


Here are two screenshots to see the problem better:



Thank you for your help.