# All Activity

1. Past hour
2. ## Singletons in game engine architecture

But this feels like passing the service locator of the service locator pattern around. Though, passing the manager is indeed tide. I was thinking about passing only the required members around which can become numerous. Though, passing the manager can still result in some pointer chain. My largest concern while getting rid off globals and passing them as context arguments, is what about scripting? My script components have an update method which could require mouse, keyboard, display configuration, model and texture creation. In order to use all of that, you'll need to provide lots of arguments (the manager/factory to the very least) as user, or the base script class needs all of that as member variables? My largest concern while getting rid off globals and passing them as context arguments, is what about scripting? My script components have an update method which could require mouse, keyboard, display configuration, model and texture creation. In order to use all of that, you'll need to provide lots of arguments (the manager/factory to the very least) as user, or the base script class needs all of that as member variables?
3. ## Singletons in game engine architecture

But one immediate per display/rendering system, right?
4. ## Singletons in game engine architecture

How would ImGui even do this?
5. ## Singletons in game engine architecture

Something that I haven't seen discussed much yet is how you plan to test all of this. Writing unit or integration tests for components which access singletons is... complicated, verging on infeasible. The last project I worked on that made heavy use of singletons, we had to write hooks into each singleton to allow them to be replaced individually with manually mocked-out subclasses, so that you could test classes that referenced them without having to spin up the complete rendering engine...
6. ## 2D what am I doing wrong? (concept art 2d)

your trying to cheat the system. none of that image came from your imagination. none of that image is you. when you make something there will be a flow to it. concept is in the title. but you concepted nonething in there. do not try to reverse engineer art. it has to come from you. a place within you. this is not an environment. but you should be able to look at this. and see what is going on. without me saying anything
7. Today
8. ## Still ads but gdnet+

Yeah Google is adding ads sometimes in strange places with their new ad tech launched publicly this week that does auto placement. I think I figured those out so hopefully they stop. The mobile ones are still a bit of a problem. I wish it was as easy as "don't load the ad code", but it's not in this case because of the way the system works between the server, DFP, and Adsense and how these particular ads are triggered. I'm thinking on it..
9. ## PC Do YOU play Horror Games; if so WHAT is your favourite and WHY?

I love horror games. I have to admit that I don't actually play a huge number of them, since I'm usually pretty content to watch videos of other people playing them (plus it makes it easier to analyze what works well and why), but if there's one that really stands out I'll make a point of actually playing it myself, preferably before I know too much about it. I couldn't possibly pick just one, but two of my recent favorites are P.T. and Doki Doki Literature Club. I think the thing that impressed me the most about both of these is how well-executed they are. Neither one of them are fully original -- even Doki Doki Literature Club's best twists have mostly already been done before in some form -- but the fact that they fully commit to what they're doing (albeit in different ways) makes them sets them apart. I'm also a big fan of games that do something completely inexplicable, such that it's uncanny and jarring even within the main game world. Players can prepare themselves for monsters/jumpscares/etc. if they're expecting them, so throwing something that's so weird that the player couldn't possibly have expected it can be even more powerful. P.T. had some especially good examples: listen closely at 3:14. I'm not actually sure that the choice of environment matters at all, as long as it fits the game's story and aesthetic. I do not believe that Doki Doki Literature would have been scarier if it had taken place somewhere else, and there's certainly nothing inherently scary about its actual setting. That said, I do think setting is critically important to a good horror experience, but I think most energy should be dedicated to making the world seem interesting, beautiful, and relevant than to making it "scary." Two of my favorite environments are in Riven and INSIDE (neither of which are strictly horror games), since they help tell the story in a very literal way along with being just incredibly good looking. I actually tend to like the classics, e.g. ghosts, aliens, spiders, skeletons etc. and I think now might be the right time to include some of these again, now that they've largely fallen out of favor and are thus no longer boring/predictable. In real life, definitely, but they sometimes don't work quite as well in a video game since it can be frustrating if they're hard to navigate. I think it's generally best to use a maze as something mostly aesthetic (and not too challenging) rather than a challenging gameplay element in itself. I'm also not really a fan of those procedurally generated environments, since I'd rather have a curated experience that someone put deliberate thought into than a randomized maze that turns out just to be the same five models repeated over and over again. Yes, in fact, I think they might be one of the only gameplay mechanics that are particularly suited to a "pure" horror experience, because they leave you completely unable to defend yourself and at the mercy of whoever designed the puzzles in the first place. Plus, they can completely distract you from, for example, something sneaking up on you if you're too focused on solving some puzzle.
10. ## 05 - Words of Wisdom for Good Project Management

In his second talk at PDGC I, Rupert Meghnot continues to provide more advice for project management best practices in game development. Twitter: https://twitter.com/rupertmeghnot
11. ## Disabling online mode?

Have there been many instances historically, where online required, sp games were made unplayable as a result of servers being shut down?

13. ## 03 - Intro to Project Management for Game Development

Rupert Meghnot, CXO of Burnout Game Ventures, discusses project management best practices for game development. Includes supplemental documentation (see link below). Twitter: https://twitter.com/rupertmeghnot Additional documentation for presentation: 03 - Rupert Meghnot - Intro to Project Management for Game Development (Visuals) - 2016-07-25.pdf
14. ## 02 - Building and Managing Your Team

Renee Gittins, President of Stumbling Cat, discusses approaches to building and managing a development team. Twitter: https://twitter.com/RikuKat
15. ## 01 - Opening Ceremonies

Jesse Collins kicks off the Power-Up Digital Games Conference: Words of Wisdom with the opening ceremonies.
16. ## Disabling online mode?

Unfortunately, game development is a business, and there most likely isn't any money to be made by re-tooling the game to not require servers. Depending on the game, there may be significant work (and therefore cost) involved in doing so. Based on that, it's not something that's likely to be particularly common.
17. ## Disabling online mode?

I'm primarily asking because someone in a non-dev community, said that buying single-player games with online only is a mistake because if a company decides to shut down their servers, the game will no longer be accessible. The counter to that was that the company could just allow the game to be operated in offline mode. Is it unlikely that a company who decides to shut down its servers for whatever reason would make changes to the game to allow its customers to continue playing the game offline?
18. ## C++ How does a person send information between lua and c++?

Hello. I am developing a civ 6 clone set in space and I have a few issues. I am using Lua for the logic and UI of the game and c++ directx 12 for the graphics. I need a way to send information between Lua and c++ occasionally and was wondering what is the best and most flexible (and hopefully fast) way to do this. Don't forget that I also need to send things from c++ back to Lua. I know of a lua extension called "LuaBridge" on github but it is a little old and I am worried that it will not work with directx 12. Has anybody done something similar and knows a good method of sending data back and forth? I am aware that Lua is used more and more in the industry and surely plenty of AAA game programmers know the answer to this. I want a good solution that will hopefully still be viable code in a couple of years...
19. ## How does Body,Face Modelling work in Game?

Thank you very much. Finally understand how it works,and I will try to make such system myself for fun.
20. ## Singletons in game engine architecture

If you ever have something like this it's a sure sign that you're violating the Law of Demeter everywhere. An algorithm that binds shader resources only needs access to an interface for binding resources. In D3D that's the device-context, or in abstract terms you'd generally call it a "command list writer" or some such. In older engines you typically have one command list, but in modern engines you can have lots, so you definately don't want them to be global. The simplest version looks something like: void Widget::Draw( CommandList& ctx ) { ctx.BindPsSampler(slot, m_pointSampler); ctx.DrawIndexed(...); } This code doesn't need to know about the engine, or two layers of "managers", just the one interface that it actually cares about. It also doesn't need to know anything about how this object was "located". It's free of unnecessary dependencies. If it keeps each individual bit of code minimalistic (as in the example above) and free of dependencies, then, no, it's really not. Look how clean and simple that example code is above, and how obvious it's dependencies / side-effects are. I would not think of the device and device-context as being paired. The device is basically a thread-safe memory manager for GPU resources. The context is a command-list writer for use by a single thread, and you can create multiple of them if you wish to have multi-threaded command-list creation. In my engine, most drawing functions are passed a device-context as an argument, and most graphics-initialization functions are passed a device as their argument. Sometimes a drawing function will need to do some resource management, so I allow you to fetch a device pointer from a device-context. What if you want to create a second window?
21. ## Saving Player Information

How depending on the requirements of your game and how many players you are thinking of supporting at a time. @hplus0603 already gave some pretty good choices. I am getting a feeling that this might be your first networked game, and by multiplayer, it really is just you and your friends, not the entire Internet. I'd say just pick one, just for the learning experience. You don't know which method is the best for your game. We can tell you the best solution is probably using SQL tables with replications so you can scale your server horizontally, and query individual fields for analytics purposes. You can also optionally go the Key-Value NoSQL route and save them as JSON. But, this is probably too large of a requirement for your game, and also by yourself to support. Not to mention the monetary cost of such architecture. If I were you, I'd just save them into a human-readable format onto disk (a simple FileOutputStream), and read it back when you load the game.
22. ## Opinion?

Hope you don't mind my feedback being an industry bystander. I can see how people with ideas for games dupe themselves into thinking their idea has real potential to earn money. I'm one of them, . But then I'm left wondering what sort of individual is going to be serious about making a game that he or she doesn't have the resources to back sufficiently? I imagine those sort of folk well out number the more realistic bunch who are willing to spend money on their own ideas.
23. ## Singletons in game engine architecture

Adapting to legacy windowing APIs is literally the one and only place that I sanction use of globals. However, there's absolutely no reason to make it a singleton - you shouldn't ever need to globally access the input event source.
24. ## Looking for a job?

Game Closure are looking for System Software Engineers and Studio Game Engineers to work on mobile and social titles out of offices in California, Oregon, and Tokyo. Relevant qualifications or experience required. Click through to our Job Board for details.

26. ## What are Groups?

Groups could potentially have any of the features available elsewhere on the site (forums, blogs, galleries, etc.) associated with them - as @khawk mentioned above, we haven't really nailed down any specifics though. Our Discord Chat isn't currently an integrated part of the site (although we are investigating potential ways to bring them together more), so group chats aren't an "out of the box" feature, but they're certainly something we'll consider if there's demand. Also not yet decided, and will really depend on how we decide to use this feature.
27. ## Disabling online mode?

Always-online requirements are typically pitched as a from of DRM. And if it were easy for you to remove the online requirement, it would be easy for anyone looking to crack the DRM as well. In general, if you want to make the online access requirement something that can't be trivially circumvented by the cracking folks, you have to put essential portions of the game logic on the server (and leave those portions out of the client). And that makes removing the online requirement potentially a fair amount of work.

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