GWDev

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About GWDev

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  1. Game management

    A (classroom) way to get startet with organising your code in a OOP way would be to to write down the details of your game.   e.g. TIC TAC TOE: There is a gameboard. It is divided into 9 squares. 3 times 3 squares. The game is played by two players. One player uses X as marker. One player uses O as marker. The player take turns alternating. The player with three markers in a line wins. The line can be horizontal, vertical, diagonal.   Might have forgotten some things.   Now you start looking at the summary you have.   There is a gameboard => gameboard class It is divided into 9 squares. =>  square class 3 times 3 squares. =>  gameboard needs to keep track of 9 squares in 3 times 3 alignment The game is played by two players. =>  player class One player uses X as marker. One player uses O as marker. => player class needs to keep track of used marker by player => gameboard needs to store the placed marker and position The player take turns alternating. => main class / game loop needs information about active player The player with three markers in a line wins. The line can be horizontal, vertical, diagonal. => main class / game loop needs to check condition every loop.   So gameboard class could double as main or game class. Gets a 3 x 3 datastructure that takes square / tile object square / tile object gets property playermarker symbol and getter and setter player object gets properties for playername, playermarker symbol and so on ....   And so you continue until you have everything (entities, functionality, etc.) that is in you game written down and placed in some class / function / functions file.   If you are unsure after doing that, you can upload the document / diagramm (UML) here and get feedback.   --GWDev
  2. AI programming quick start Q

    Visit www.edx.org and checkout the AI online course (Starts 18th Feb and it is free). It should give you an idea if you like it or not.
  3. Strange IP address hitting my website

    It is also possible that some browser plugin reported that you accessed the domain. But in that case it would be more likely that you have a google or bing bot on your page and not some unknown bot/scanner/whatever.   You could simply exclude every IP but your own in the .htaccess if you need to be sure, you are the only one that can access the subdomain. (assuming your sever setup supports it)
  4. Multithreaded pathfinding

    Hi Sparkon, are you sure, that you need to do all the calculation every time? I don't know which game you are building exactly, but there might be a way to use precalculated A* for example. See [url="http://www.gamedev.net/page/books/index.html/_/technical/game-programming-9/advanced-game-programming-a-gamedevnet-collection-r723"]http://www.gamedev.net/page/books/index.html/_/technical/game-programming-9/advanced-game-programming-a-gamedevnet-collection-r723[/url] e. g. if you have many rooms and the player moves in the building as does the enemy (AI). You could calculate the routes between the room at buildtime. Than you just lookup position (enemy room) and destination (player room) and have the best way. You can even have seperate calculations for different conditions like locked doors, spawned health packs etc. As soon as player and enemy are in the same room you can use nearly any pathfinding algorithm for the 'last mile'. -- GWDev
  5. [quote name='Idov' timestamp='1347707180' post='4980337'] Will it be really bad if I ask the user to enter his MAC address on my future website (right after he inputs his username, company name, etc.) instead of doing it automatically? [/quote] This might be a problem with business customers. The one buying the license might not know this information. E.g. I simply tell IT Service to buy X of that and Y of this, but usually i do not include the MAC Adresses. And to be honest, this extra work to collect all the information (computers might not be delivered for new employees. Existing ones are changed every few years), i would do this for an absolute must have software. Otherwise i would simply choose to buy a different product (if available). If you are not sure about the price of your software now, this might be something to think about before you invest time in a license server. You could simply offer a company or site license and be done with this problem. This is only a problem with really expensive software.
  6. Hello Idov, are you sure, you need to check the license all the time? Let the client "Check-out" a license for a number of days (or weeks) and after the time limit it has to have access the internet to connect a master license authority and renew its license. Like a certificate that expires. Of course you would still have the problem, that if someone cloned a valid license over multiple VMs with exactly the same charactaristics you wouldn't be able to catch that. Someone might even reverse engineer your server to circumvent this all together. Do you really expect that to be a major problem? Are we talking about a thousands of dollars per license software that has an extremly small market? If yes, you might need to check into professional solutions or even track every registers site of use. But if you are talking about a 5 Dollar Game, than invest that time into the game and learn to live with the illigal copies out there. --GWDev
  7. Laptop Advice!

    Hi, i think the Lenovo Y580 might be an option. + i7 3rd Generation (Quad Core) + GTX 660M (2GB) + 8GB + Full HD Display (the new ones) - Heavy (2.8 kg) - 15.6 screen. Too big to carry around all day. - Not available at the moment (est. september) Starts at 799,-- Euros. Personally i would prefer something smaller and lighter. Like 12.1 or 13.3 display and under 2kg. But it is not easy to find notebooks with power in this size. Most are Ultrabooks. Nice to look at, but with U-series CPUs and a really small (dedicated) GPU at best. I like the Schenker (XMG) A102, but it has no DVD drive and costs more than 1000 Euros with the i7 and GT650M. With an i5 you might find some cheaper models. --GWDev
  8. Deserialization error in another application

    [quote name='SonicD007' timestamp='1327767885' post='4907049'] I haven't done anything with the assembly. I just copied the Map class, layer, etc that has to be serialized/deserialized. How do I have my project reference that assembly? [/quote] Yes, that is what i meant. So it is not the same assembly. Just add the output from the project with the Map-class in it as a reference to the other project. This might be unwise if you only need one class out of a large project. In that case you can move your class files to a game lib project in the solution and reference the build output. Now Visual Studio makes sure to rebuild if there were changes to the dll. [quote name='SonicD007' timestamp='1327767885' post='4907049'] EDIT: after some googling, it seems I need to put the classes I want to serialize/deserialize into a .dll and reference it like that [/quote] Yes, this is one way to do it. [quote name='SonicD007' timestamp='1327767885' post='4907049'] EDIT2: For anyone in the future that has this problem, I fixed this by putting the classes being serialized/deserialized into a .dll and referencing that .dll in both projects instead of having the source code for the classes in the project tree. [/quote] Make sure you only have one location from where all the time for every project only the most recent version is referenced. Maybe even build the dll directly to that location. --GWDev
  9. Hello NDrascovic, if you serialize your workstation object to xml and open the created xml file in an editor you can search for the enabled/disabled property value. You have to make sure that this property is serialized with the rest of the object. Now you have a 'workstation'-xml template. Change around what you need and save it. If you application now deserializes the xml to object it uses the values from the xml for the object. The xml files do not have to be part of the project as Visual Studio does not need to do anaything with it. You could use a openFileDialog to select the xmls that should be loaded or simply load everything in a directory. --GWDev
  10. Deserialization error in another application

    Hello SonicD007, this sounds like you need to make sure both projects reference the same assembly. Are you sure that it is really the same file or did you copy it and may now have different versions? --GWDev
  11. Hi NDraskovic, that sounds like a good way to do it. You could give your 'workstation'-object simply the property (boolean) enabled. Than when parsing the XML file(s) with the workstation data you simply set this property. To parse the file you could use the XMLReader Class (see MSDN) or buld your own with a FileReader and handling the XML Tags manually. --GWDev PS: I try to find my old implementation of this. If I can find it, I'll send it to you.
  12. Hello harlock1975, you could store the information about the tiles in a gridlike datastructure. Say at the beginning you have 10 x 10 tiles on the board. tile 1 (or 0) is the upper left. You know how big your tile is, so you know the coordinates on the screens to check on mouseclicks. And you can easily check if an allowed tile was clicked. Example: First click ist on 545 / 765 ... you find in your data that this means it is tile 45. Now you know that the allowed tiles for the second click are the ones next to it. Means above (45-10 = 35), under (45+10 = 55), left (45 -1 = 44), right (45 + 1 = 46), upper-left-corner (45-11 = 34), upper-right-corner (45 - 9 = 36) and so on. As you know how big your tiles are (and the space between them) you know exactly the positions (max, min) of all of them. Just check for the special cases on the border. first row / column and last row / column. An Dictionary of Tile-objects a multidimensional array would work or whatever you are comfortable with. --GWDev
  13. Hello NDraskovic, usually you get the dimensions of the model and adjust the boundingbox/shere. Like explained here: [url="http://www.toymaker.info/Games/XNA/html/xna_bounding_box.html"]http://www.toymaker.info/Games/XNA/html/xna_bounding_box.html[/url] On a project i had some problems with some models doing that. (Probaly a mistake by me). As i had to solve it quick i simply worte a script that parsed all model files and calculated the boundboxes/sheres before the build. I simply included a (XML-)file, holding all the boundbox/shere information into the solution and parsed this onLoad. So i had my collision data ([color=#FF0000]works for NOT moving objects)[/color]. It is the quick and dirty solution, but worked for me. -- GWDev
  14. My experience is not with the game industry but with low budget project to project webdevelopment aka "the hell". I have seen both sides. If you are lucky than someone asks a dev how long he thinks it will take and bases his talks with the customer on this number. Mostly they just tell you: 'Oh, sorry, the contract is already signed. Just do this in a quater of the time.' This usually results in working 6 or 7 days a week and no holiday. Now i am working as a dev for a company and we run our own webplattform, no projects, constant development on one big project (okay, with little side projects ). So everything i build, i see running and i can talk to the people in billing, shipping or customer service that use these tools that i build. It is really rewarding to have someone tell you: 'Wow, this works great. Thanks, it saves me hours every week". With 'shipped' projects you know it is somewhere out there but you forget it and burn yourself out with the next miscalculated project. My point is, you find this 60+ hours weeks 'crunchtime' in every type of software development company. It is not limited to the games industry, but i agree, that it seems to be more common with them. If you burn out or not, is in the end mostly your own decision. I had to learn it the hard way. Nobody will thank you for 'giving your health/life' to the company. Find a job where you can at least fool yourself into thinking, that it is rewarding. The fun of building this mega cool new technology wears of pretty fast if the atmosphere/company is crap. --GWDev
  15. Reccomend XNA book for 3d

    Hi EgoDeath, i found [url="http://www.amazon.com/Learning-XNA-4-0-Development-Windows/dp/1449394620/ref=sr_1_1?ie=UTF8&qid=1319677231&sr=8-1"]Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7[/url] ([url="http://www.amazon.com/Learning-XNA-3-0-Game-Development/dp/0596521952/ref=sr_1_1?s=books&ie=UTF8&qid=1319677626&sr=1-1"]i read the XNA 3 version[/url]) and [url="http://www.amazon.com/XNA-Game-Studio-4-0-Programming/dp/0672333457/ref=sr_1_4?ie=UTF8&qid=1319677231&sr=8-4"]XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360[/url] quite good. Not really focused on 3d, but both books give quite a good overview over 3d. Of course the [url="http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Dstripbooks&field-keywords=Gamedev.net&x=0&y=0"]Gamedev.net books[/url] are also always worth a look even if they are not focused on XNA. -- GWDev