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  1. 255

    Humble Indie bundle 2?!

    They'll even open-source Revenge of the Titans if they reach 1.75M.
  2. Digital signatures too, possibly with several signers.
  3. 255

    One Keyboard One Mac One PC

    I use an Aten US221A switch. It's cheap and works well even when sharing a hubfull of USB devices, although switching does take several seconds.
  4. 255

    No love for Java?

    Java's strictfp ought to be useful for games whose networking strategy requires identical computation across platforms. I'm not aware of anything similar elsewhere. I looked into strictfp at one time and found that, with a nice bytecode library like ASM, I could easily write a tool to check the determinism of any compiled bytecode. I could even inject strictfp annotations into compiled bytecode if I wanted. Overall I kinda like the language for basic "enterprisey" OOP tasks that have mostly to do with object composition and don't call for terribly sophisticated DSLs (such as vector arithmetic). Other JVM languages can sometimes help in Java's weak areas. There's Scala, Groovy, JRuby etc., although none of these have the level of tool support Java does.
  5. Quote:Original post by frob One reason to focus on pirates is that if you can slow down the pirates even for just an extra few days, you can get thousands of additional sales. If you can also deter casual copying just a little bit, you can get thousands of additional sales. Every publisher knows the games will be cracked. Every publisher knows that paying customers will download cracks to disable the copy protection. That's not the point. I'd be happy if major publishers made a policy of patching out their DRM after, say, 6 months of any release. My very funnest DRM experience was with Dreamfall. Its copy protection thing installed a shell extension (a wtf in itself) that caused explorer to crash every time I right-clicked on a file. It took about an hour to figure out and fix. Now imagine I had been a casual user. My computer would have just been rendered unusable by a legally bought game. How ridiculous is that? On top of that I had to find a patch for the copy protection to even get the game to start on anything newer than XP.
  6. Sorry, it seems we're talking about different things. The reason might be my liberal use of the word BDD/xDD. I'll try to clarify. By bringing up cucumber I didn't mean to suggest adopting an agile BDD process. I just saw it as an elegant integration testing DSL that could potentially work nicely in a game project. I suppose we don't even have to assume a test-first development style to ask the question I wanted to ask: is cucumber a good way of writing automated integration tests for games? I only assume (perhaps incorrectly) that some game developers actually write automated integration tests, either before the code or after. Quote:Original post by Antheus Quote:Original post by 255 The usual benefits, such as testable (=decoupled) API designs, YAGNI-avoidance, automated regression tests etc. should still apply, shouldn't they? Those are different from xDD. Those being what? What do you call the thing that leads to those desireable things but isn't xDD? That is probably all that I'm after. You seem to be arguing against trying to copy an agile BDD process from web development as-is, but I don't think I've suggested anything like that. Still, for the sake of argument.. Quote:Original post by Antheus Unless you have constant feedback from users - who will tell you which tests to write? Whoever tells me what to implement next. Whoever does the planning and prioritizing. Does it need to be an end-user? Are you arguing against test-first coding in general or some specific process model involving it?
  7. I agree that most agile methods as used in web development don't translate well to game development, but don't some game developers still use xDD (to some degree) as a coding method? The usual benefits, such as testable (=decoupled) API designs, YAGNI-avoidance, automated regression tests etc. should still apply, shouldn't they? Cucumber simply looks like a rather clean and inspiring language to write integration tests in, though of course you could do the same things in a standard programming language.
  8. I've recently found cucumber to be a very nice BDD tool in web development. I'm curious, has anyone tried it in game development? Do you think it could work? I could imagine specifications like this: Scenario: producing a unit Given I have built a barracks And I have enough money for a minigunner When I select the barracks And I click on the minigunner icon And I wait for a while Then I should see a minigunner within 10 meters of a barracks A step definition could then look like this (if we were coding in Ruby with RSpec): Then /I should see (.*) within (.*) of (.*)/ do |see_what_matcher, range, near_what_matcher| see_what = find_by_matcher(see_what_matcher) near_what = find_by_matcher(near_what_matcher) see_what.should be_within(range).of(near_what) end Similarly in an FPS: Scenario: inflicting splash damage Given there is an opponent 5 meters north of me And I aim north of me And I hold a rocket launcher When I aim at the ground 4 meters ahead of me And I fire And I wait for a moment Then an opponent has not been hit directly by a rocket But an opponent has taken damage from a rocket Some challenges I could think of: - Handling the passage of time without overspecifying ("wait for a while" instead of "wait for 15 seconds") might be tricky. - Talking about multiple objects of the same type. - I imagine some gameplay mechanics will be difficult to specify. Depends on the game, though. Still, the idea seems cool, but would it be worth the effort?
  9. Modern medicine didn't really exist at the time of the bible. I can't remember any passage that would speak against taking care of a person by "conventional" means. They say the author of the gospel of Luke was a doctor by trade.
  10. 255

    honest cheating in games of chance?

    Quote:Original post by Trapper Zoid A single round of rock-paper-scissors is straightforward; you'd expect to win a third of the time, draw a third, and lose a third. But make it Best of 100 and suddenly you've got a whole complex level of strategy involved, where a strong player with a canny sense of pattern recognition can get significantly better odds of winning. There have even been AI programming competitions of rock-paper-scissors.
  11. 255

    Which PC game do you like best?

    Several of my favorites have already been mentioned, so here are a few of the FPS/RTS-hybrid genre that haven't: Tribes 2 - A medium-scale medium-paced multiplayer FPS (mostly capture-the-flag) that rewarded team play and calculation perhaps more than lightning reflexes and godlike aim. On the public servers even a noob like me could make a difference by being at the right place at the right time and observing the opponent's patterns. Instead of the endless run-kill-die-respawn loop, one could try to sneak into a base to blow up some generators, defend one's own base, bombard defences, set up defences, patrol the perimeter, guard the flag, provide an escape vehicle for the flag carrier, ferry other players to useful locations, ..., and all of these roles acutally had a meaning in practice! In several instances even a primitive observance or team play turned the tide against a team with more individually skilled players. And this was on public servers with total strangers. I could only imagine the opportunities for team strategy in clan games. Summa summarum: Tribes 2 felt like UT2004's onslaught mode done right. edit: oh, look what I found Battlezone 2 - Mostly the same reasons as T2, but the execution wasn't as good. A commander would build a base and optionally delegate command of some units to team mates, who could be ordered around just like NPC units. Unfortunately this game, even with the latest community patches, remains horribly buggy and laggy (even on a LAN). I'd really love to see something like this recreated some day. :/ Sacrifice - Also of the FPS/RTS-hybrid genre, but a bit different. The player is a wizard with the regular (and not so regular) set of spells. Creatures could be summoned and commanded. There were no real bases except for mana extractors that could only be summoned at specific locations. The game was somewhat tricky at first, but the single player campaign was excellent with five different sides (between which one could switch during the campaign) offering excellent replayability. Available on btw.
  12. 255

    QT goes LGPL !! Weeeee :D

    Quote:Original post by d000hg Anyway, why is this good for games? Most games don't use native GUI but have their own in-game GUI and run in a single, simple window. See the demo I linked earlier. It seems Qt can give you a powerful in-game GUI and even a JS-like scripting language pretty easily. That demo's using OpenGL, though. I don't know if it could be made to work with DirectX. If not, I'm sure they wouldn't mind a patch for that.
  13. 255

    QT goes LGPL !! Weeeee :D

    You can do some pretty cool things with Qt and OpenGL.
  14. 255

    Controlling other process' resources

    For limiting RAM, see setrlimit(). I don't know if it's possible to set a CPU limit as a percentage, but you can set a process priority using nice() or setpriority().
  15. 255

    GCC 4.2.4 very broken? (Ubuntu 8.04 LTS)

    Same problem on gcc 4.1.2 (RedHat) and 4.3.2 (Debian). Adding "this->" makes it work on both. Weird. Maybe some C++ wizard could tell if this is a feature or a bug.
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