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  • Don't forget, it's supposed to be fun!
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Found 23 results

  1. Hi, I posted on here a while back about rendering architecture and came away with some great information. I am planning on implementing a render queue which collects the visible objects in the scene and sorts them based on different criteria to minimise state change etc.. The thing I am currently undecided about is: what is the best way to submit my draw calls? (I am wanting to support both OpenGL and Vulkan) At the moment I have two ideas for how I can handle it. The renderable handles the rendering (i.e. It calls renderContext->BindVertexBuffer(...) etc) and setup the renderer state Pro- Each renderable is full in control of how it renders Con - Have to manually manage state The renderable pushes RenderCommands (DrawMesh, DrawMeshIndexed etc) into a CommandBuffer that gets executed by the RenderBacked at the end of the frame Pro - Stateless Con - Seems more difficult to extend with new features Pro/Con - The front end only has a subset of rendering capabilities There are more pros / cons for each, but I have listed a couple to help show my thinking.. Any one have any comments on either of these two approaches or any other approaches that are typically used? Thanks
  2. One of the biggest reasons why I haven't released my game is because of this annoying timestep issue I have. To be frank, this game was poorly planned, poorly coded, and was originally written as a small tech demo and a mini-game. Now it has evolved into a fully featured (and very messy code base of a) game. If you thought Lugaru was bad, Looptil is far worse! So what happens is that the delta is not really consistent. Sometimes enemies don't spawn fast enough because the delta isn't even consistent at 60fps, which is a big reason why the game is broken. static uint64_t last_time = 0; uint64_t current_time = time_get_time(); //( get_current_time() * 1000.0f ); int fps_limit = 60; float frame_time = float( current_time - last_time ); if( last_time != 0 ) This->m_delta_speed = frame_time / ( 1000.0f / 60.0f ); And this is my timing function: uint64_t time_get_time() { #ifdef _WINRT return GetTickCount64(); #endif #if __ANDROID__ /* TODO: Fix std::chrono for Android NDK */ uint64_t ms = 0; timeval tv; gettimeofday( &tv, NULL ); ms = tv.tv_sec * 1000; ms += tv.tv_usec / 1000; return ms; #else std::chrono::system_clock::time_point now = std::chrono::system_clock::now(); std::chrono::system_clock::duration tp = now.time_since_epoch(); std::chrono::milliseconds ms = std::chrono::duration_cast<std::chrono::milliseconds>(tp); return (uint64_t) ms.count(); #endif } Now I know some of you will cringe when you see GetTickCount64(), but that's the only function that gives me reliable results on Windows 10 (UWP) ports, so that's staying. One more thing to note here, my game has a badly written game loop. It uses a switch statement, followed by draw_game_mode(), update_game_mode(), so I kinda screwed myself there. I tried changing it, but it broke the game completely, so I left it in it's messy state. Is it possible to simply just have a proper delta calculation function? Because it's adjusting itself based on the current frame time. This may not be the best of ideas, but it was something I whipped up because I needed to have this run okay when it goes down to 30fps without running half the speed. This works in general, but it's innacurate and causes problems. Any ideas? Thanks. Shogun EDIT: Feel free to ask anything in case I missed a vital detail. My lunch break is ending and it's time for me to go. Thanks.
  3. Server and client for SnailLife Go

    Over the last couple of days I restructured SnailLife Go into a server and client. I’m still in the “rough draft” stage, but the top level project structure now looks like this: gosnaillife ├── client ├── cmd ├── common ├── LICENSE.md ├── README.md ├── server └── setup Intent Split application into server and client CLI apps. Create REST API for client-server communication Have a “common” package for structures which will be reused by both server and client Create some rudimentary deployment scripts for both server and client main.go I started by creating snaillifesrv/main.go alongside snaillifecli/main.go The cmd directory now looks like this: cmd ├── snaillifecli │ └── main.go └── snaillifesrv └── main.go snaillifecli/main.go The client main.go runs some simple configuration with viper (right now there is just a server.json config file with the server url to connect to depending on which environment you are running). After running the configuration it waits for user input. Once input is received, it tries to find and run a cobra command by that name. package main import "fmt" import ( "os" "bufio" "gitlab.com/drakonka/gosnaillife/client/lib/interfaces/cli" "gitlab.com/drakonka/gosnaillife/client/lib/interfaces/cli/commands" "runtime" "strings" "path/filepath" "io/ioutil" "github.com/spf13/viper" "gitlab.com/drakonka/gosnaillife/common/util" ) func main() { fmt.Println("Welcome to SnailLife! The world is your oyster.") configureClient() if err := commands.RootCmd.Execute(); err != nil { fmt.Println(err) os.Exit(1) } waitForInput() } func configureClient() { projectRoot := getProjectRootPath() confPath := projectRoot + "/config" envname, err := ioutil.ReadFile(confPath + "/env.conf") if err != nil { util.HandleErr(err, "") } envFile := string(envname) configPath := confPath + "/" + envFile viper.AddConfigPath(configPath) // Config client viper.SetConfigName("server") err = viper.ReadInConfig() if err != nil { util.HandleErr(err, "") } } func waitForInput() { buf := bufio.NewReader(os.Stdin) fmt.Print("> ") input, err := buf.ReadBytes('\n') if err != nil { fmt.Println(err) } else { cmd, err := cli.TryGetCmd(string(input)) if err != nil { fmt.Println(err) } else { err := cmd.Execute() if err != nil { fmt.Println("ERROR: " + err.Error()) } } } waitForInput() } func getProjectRootPath() string { _, b, _, _ := runtime.Caller(0) folders := strings.Split(b, "/") folders = folders[:len(folders)-2] path := strings.Join(folders, "/") basepath := filepath.Dir(path) + "/client" return basepath } snaillifesrv/main.go When launching snaillifesrv, a subcommand is expected immediately. Right now the only supported subcommand is serve, which will start the server. package main import "fmt" import ( "gitlab.com/drakonka/gosnaillife/server/lib/infrastructure/env" "os" "runtime" "path/filepath" "strings" "gitlab.com/drakonka/gosnaillife/server/lib/infrastructure" "gitlab.com/drakonka/gosnaillife/common" "gitlab.com/drakonka/gosnaillife/server/lib/interfaces/cli/commands" ) var App env.Application func main() { setProjectRootPath() confPath := env.ProjectRoot + "/config" App = infrastructure.Init(confPath, common.CLI) if err := commands.RootCmd.Execute(); err != nil { fmt.Println(err) os.Exit(1) } } func setProjectRootPath() { _, b, _, _ := runtime.Caller(0) folders := strings.Split(b, "/") folders = folders[:len(folders)-2] path := strings.Join(folders, "/") basepath := filepath.Dir(path) + "/server" env.ProjectRoot = basepath } Client So far an extremely barebones implementation, it looks like this: client ├── config │ ├── config.go │ ├── dev │ │ └── server.json │ └── env.conf └── lib └── interfaces └── cli ├── cli.go ├── cmd.go └── commands ├── register.go ├── root.go └── test.go Right now only the register command is implemented. Server The server is where the bulk of the existing packages ended up going: server ├── config │ ├── config.go │ ├── dev │ │ ├── auth.json │ │ └── database.json │ └── env.conf └── lib ├── domain │ ├── item │ └── snail │ ├── snail.go │ └── snailrepo.go ├── infrastructure │ ├── auth │ │ ├── authenticator.go │ │ ├── auth.go │ │ ├── cli │ │ │ ├── auth0 │ │ │ │ ├── auth0.go │ │ │ │ └── tests │ │ │ │ ├── auth0_test.go │ │ │ │ └── config_test.go │ │ │ ├── cli.go │ │ │ └── cli.so │ │ ├── provider.go │ │ └── web │ ├── databases │ │ ├── database.go │ │ ├── mysql │ │ │ ├── delete.go │ │ │ ├── insert.go │ │ │ ├── mysql.go │ │ │ ├── retrieve.go │ │ │ ├── tests │ │ │ │ └── mysql_test.go │ │ │ └── update.go │ │ ├── repo │ │ │ ├── repo.go │ │ │ ├── tests │ │ │ │ ├── repo_test.go │ │ │ │ ├── testmodel_test.go │ │ │ │ └── testrepo_test.go │ │ │ └── util.go │ │ └── tests │ │ └── testutil.go │ ├── env │ │ └── env.go │ ├── init.go │ └── init_test.go └── interfaces ├── cli │ └── commands │ ├── root.go │ └── serve.go └── restapi ├── err.go ├── handlers │ └── user.go ├── handlers.go ├── logger.go ├── restapi.go ├── router.go └── routes.go I followed a lot of the advice from this useful post about creating REST APIs in Go. When the user runs the register command on the client, here is what happens on the server. I have added comments to the copy below to help explain: package handlers import ( "encoding/json" "fmt" "errors" "io/ioutil" "io" "net/http" "gitlab.com/drakonka/gosnaillife/common/restapi" "gitlab.com/drakonka/gosnaillife/common/util" "strings" "gitlab.com/drakonka/gosnaillife/server/lib/infrastructure/auth" "gitlab.com/drakonka/gosnaillife/server/lib/infrastructure/env" http2 "gitlab.com/drakonka/gosnaillife/common/util/http" ) func CreateUser(w http.ResponseWriter, r *http.Request) { fmt.Println("Creating user") var user restapi.UserReq body, err := ioutil.ReadAll(io.LimitReader(r.Body, 1048576)) // The infamous Go error handling - I need a better way. if err != nil { util.HandleErr(err, "CreateUserErr") return } if err := r.Body.Close(); err != nil { util.HandleErr(err, "CreateUserErr") return } // Unmarshal the data we get from the client into UserReq if err := json.Unmarshal(body, &user); err != nil { // If we were unable to unmarshal, send an error response back to the client util.HandleErr(err, "CreateUserErr") w.Header().Set("Content-Type", "application/json; charset=UTF-8") w.WriteHeader(422) // unprocessable entity if err := json.NewEncoder(w).Encode(err); err != nil { util.HandleErr(err, "CreateUser") return } return } fmt.Println("Running registration") resBody, err := registerUser(user) if err != nil { util.HandleErr(err, "CreateUserErr") } // Start creating a userRes to send back to the client. userRes := buildUserResponse(resBody) status := http.StatusOK if err != nil { status = http.StatusInternalServerError } w.Header().Set("Content-Type", "application/json; charset=UTF-8") w.WriteHeader(status) if err := json.NewEncoder(w).Encode(userRes); err != nil { util.HandleErr(err, "CreateUserErr") return } } func registerUser(user restapi.UserReq) (resBody []byte, err error) { // Find an Auth0 provider (that is all we'll support for now) var auth0 auth.Provider auth0 = env.App.Authenticator.FindProvider("Auth0") if auth0 != nil { resBody, err = auth0.Register(user.Username, user.Password) } else { err = errors.New("Auth0 provider not found") } return resBody, err } func buildUserResponse(resBody []byte) (*restapi.UserRes) { res := restapi.UserRes{} // Find any keys we may find relevant from the Auth0 response body m, _ := util.FindInJson(resBody, []string {"_id", "statusCode", "name", "description", "error"}) httpErr := buildHttpErr(m) if id, ok := m["_id"]; ok { res.Id = fmt.Sprintf("%v", id) } res.HttpErr = httpErr return &res } func buildHttpErr(m map[string]interface{}) (httpErr http2.HttpErr) { // The Auth0 response body *sometimes* contains errors in statusCode/name/description format and *sometimes* just contains a single "error" json key if sc, ok := m["statusCode"]; ok { codeStr := fmt.Sprintf("%v", sc) if strings.HasPrefix(codeStr,"4") || strings.HasPrefix(codeStr, "5") { scf := sc.(float64) httpErr.StatusCode = int(scf) httpErr.Name = fmt.Sprintf("%v", m["name"]) httpErr.Desc = fmt.Sprintf("%v", m["description"]) } } else if error, ok := m["error"]; ok { httpErr.StatusCode = 500 httpErr.Name = "Error" httpErr.Desc = fmt.Sprintf("%v", error) } return httpErr } In the end the server sends a UserRes back to the client package restapi import ( "gitlab.com/drakonka/gosnaillife/common/util/http" ) type UserRes struct { HttpErr http.HttpErr `json:"httpErr"` Id string `json:"id"` Username string `json:"username"` } type UserReq struct { Username string `json:"username"` Password string `json:"password"` Connection string `json:"connection"` } Deployment I made a couple of quick scripts to deploy client and server. Note that go-bindata lets you compile your config files into the binary, making for easier distribution (and maybe slightlyimproved security for the secret keys stored in the server config since you don’t have loose configs with credentials sitting around) Client #!/bin/sh echo "Building and installing SnailLife" go-bindata -o ../../client/config/config.go ../../client/config/... cd ../../cmd/snaillifecli; go build GOBIN=$GOPATH/bin go install Server #!/bin/sh echo "Building and installing SnailLife server" go-bindata -o ../../server/config/config.go ../../server/config/... cd ../../server/lib/infrastructure/auth/cli echo "Building cli.so auth plugin" go build -buildmode=plugin -o cli.so echo "Building SnailLifeSrv" cd ../../../../../cmd/snaillifesrv; go build GOBIN=$GOPATH/bin go install Anyway, as you can see there is a long way to go. Up next I am going to write some tests for the REST API and the cobra commands (which I should really have been doing already).
  4. A common question for those designing a new game engine is "how do I handle input?" Typically, there are a few core issues that pretty much every game faces, and unlike many areas of game implementation, input is one where we can more or less build a one-size-fits-all framework. Fortunately, this is a pretty straightforward thing to do and even is portable across APIs and platforms pretty easily. For the purposes of this article, we'll focus on the platform-independent side of things. Getting input from the underlying hardware/OS is up to you; for Windows, Raw Input is pretty much the de facto standard; XInput might be useful if you want joystick/controller support. For other platforms, research and select the API or library of your choice. Got a way to get pure input data? Good. Let's take a look at the overall input system architecture. Designing a Robust Input Handling System We have a few goals here which should make this system (or ones based on it) applicable for pretty much any game, from a simple 2D platformer to an RTS to a 3D shooter: Performance is important; input lag is a bad thing. It should be easy to have new systems tap into the input stream. The system must be very flexible and capable of handling a wide variety of game situations. Configurability (input mapping) is essential for modern games. Thankfully, we can hit all of these targets with fairly minimal effort. We will divide the system into three layers: Raw input gathering from the OS/etc. Input mapping and dispatch to the correct high-level handlers High-level handler code The first layer we have already decided to gloss over; its specifics aren't terribly important. What matters is that you have a way to pump pure input data into the second layer, which is where most of the interesting stuff happens. Finally, the third layer will implement your specific game's responses to the input it receives. Contexts The central concept of this system is the input context. A context defines what inputs are available for the player at a given time. For instance, you may have a different context for when a game menu is open versus when the game is actually being played; or different modes might require different contexts. Think of games like Final Fantasy where you have a clear division between moving around the game world and combat, or the Battlefield series where you get a different set of controls when flying a helicopter versus when running around on the ground. Contexts consist of three different types of input: Actions States Ranges An action is a single-time thing, like casting a spell or opening a door; generally, if the player just holds the button down, the action should only happen once, generally when the button is first pressed, or when it is finally released. "Key repeat" should not affect actions. States are similar, but designed for continuous activities, like running or shooting. A state is a simple binary flag: either the state is on, or it's off. When the state is active, the corresponding game action is performed; when it is not active, the action is not performed. Simple as that. Other good examples of states include things like scrolling through menus. Finally, a range is an input that can have a number value associated with it. For simplicity, we will assume that ranges can have any value; however, it is common to define them in normalized spans, e.g. 0 to 1, or -1 to 1. We'll see more about the specifics of range values later. Ranges are most useful for dealing with analog input, such as joysticks, analog controller thumbsticks, and mice. Input Mapping The next feature we'll look at is input mapping. Simply put, this is the process of going from a raw input datum to an action, state, or range. In terms of implementation, input mapping is very simple: each context defines an input map. For many games, this map can be as straightforward as a C++ map object (aka a dictionary or table in other languages). The goal is simply to take an identified type of hardware input and convert it to the final type of input. One twist here is that we might need to handle things like key-repeat, joysticks, and so on. It is especially important to have a mapping layer that can handle ranges intelligently, if we need normalized range values in the high-level game logic (and I strongly recommend using normalized values anywhere possible). So an input mapper is really a set of code that can convert raw input IDs to high-level context-dependent IDs, and optionally do some normalization for range values. Remember that we need to handle the situation where different contexts provide different available actions; this means that each context needs to have its own input map. There is a one-to-one relationship between contexts and input maps, so it makes sense to implement them as a single class or group of functions. Dispatching There are two basic options for dispatching input: callbacks, and polling. In the callback method, every time some input occurs, we call special functions which handle that input. In the polling method, code is responsible for asking the input management system each frame for what inputs are occurring and then reacting accordingly. For this system, we will favor a callback-based approach. In some situations, it may make more sense to use polling, but if you're writing game code for those scenarios, chances are you don't need any advice on how to build your input system The basic design looks like this: Every frame, raw input is obtained from the OS/hardware The currently active contexts are evaluated, and input mapping is performed Once a list of actions, states, and ranges is obtained, we package this up into a special data structure and invoke the appropriate callbacks Note that we specifically might want to allow more than one context to be valid at once; this is often useful for cases where basic activities (running around) are always available to the player, but specific activities need to be restricted based on the current scenario (what weapons I'm carrying, perhaps). I recommend implementing this as a simple ordered list: each context in the list is given the raw input for the frame. If the context can validly map that raw input to an action, state, or range, it does so; otherwise, it passes on to the next context in the list. This can be done effectively using something like a Chain of Responsibility pattern. This allows us to prioritize certain contexts to make sure they always get first crack at mapping input, in case the same raw input might be valid in multiple active contexts. Generally, the more specific the context, the higher priority it should carry. The other half of this scenario is the callback system. Again there are several ways to approach this, but in my experience, the most powerful and flexible method is to simply register a set of general callbacks that are given input every frame (or whenever input is available). Again, a chain of responsibility works well here: certain callbacks might want first crack at handling the mapped input. This is again useful for special situations like debug modes or chat windows. Have the input mapper wrap up all of its mapped inputs into a simple data structure: one list of valid actions, one list of valid states, and one list of valid ranges and their current values. Then pass this data on to each callback in turn. If a callback handles a piece of input, it should generally remove it from the data structure so that further callbacks don't issue duplicate commands. (For instance, suppose the M key is handled by two registered callbacks; if both callbacks respond to the key, then two things will happen every time the player presses the M key! Oops! So if the first callback to handle the key "eats" it from the list, then we don't have to worry, and we can use a simple priority system to make sure that the most sensible callback gets dibs on the input.) High-Level Handling Once the input is available, we simply need to act on it. For actions and states, this is just a matter of having our callbacks investigate the data list and take action appropriately. Ranges are similar but slightly more complex in that we have to turn the input value into something useful. For things like joysticks, this is easy: use a normalized -1 to 1 value and just multiply that by your sensitivity factor, and poof, you have a mapped range of input. (Try using a logistical S-curve or another interpolator for better results than just multiplication.) For mice, you can use the value to tell you how far to move the cursor/camera, again possibly by using a scaling factor for sensitivity purposes. The specifics of this third layer are really up to your game's design and your imagination. Putting Everything Together So, let's recap the basic flow of data through the system: That's all there is to it! A Word on Data Driven Designs So far I've been vague as to how all this is actually coded. One option is certainly to hard-code everything: in context A, key Q corresponds to action 7, and so on. A far better option is to make everything data driven. In this approach, we write code once that can be used to handle any context and any input mapping scheme, and then feed it data from a simple file to tell it what contexts exist, and how the mappings work. The basic layout I typically use looks something like this: The first layer gathers raw input data from the hardware and optionally normalizes ranged inputs The second layer examines what game contexts are active, and maps the raw inputs into high-level actions, states, and ranges. These are then passed on to a series of callbacks The third layer receives the callbacks and processes the input in priority order, performing game activity as needed rawinputconstants.h (a code file) specifies a series of ID codes, usually in an enumeration, corresponding to each raw input (from hardware) that we might handle. These are divided up into "buttons" and "axes." Buttons can map to states or actions, and axes always map to ranges. inputconstants.h (a code file) specifies another set of ID codes, this time defining each action, state, and range available in the game. contexts.xml (a data file) specifies each context in the game, and provides a list of what inputs are valid in each individual context. inputmap.xml (a data file) carries one section per context. Each context section lists out what raw input IDs are mapped to what high-level action/state/range IDs. This file also holds sensitivity configurations for ranged inputs. inputranges.xml (a data file) lists each range ID, its raw value range (say, -100 to 100), and how to map this onto a normalized internal value range (such as -1 to 1). A code class called RangeConversions loads inputranges.xml and handles converting a raw value to a mapped value. A code class called InputContext encapsulates all of the functionality of mapping a single context worth of inputs from raw to high-level IDs, including ranges. Sensitivity configurations are applied here. This class basically just exists to act on the data from inputmap.xml. A code class called InputMapper encapsulates the process of holding a list of valid (active) InputContexts. Input is passed into this class from the first-layer code, and out into the third-layer code. A code class (usually a POD struct in C++ versions of the system) called MappedInput holds a list of all the input mapped in the current frame, as covered above. Each frame (or whenever input is available), the first layer of input code takes all of the available input and packs it into an InputMapper object. Once this is finished, it calls InputMapper.Dispatch() and the InputMapper then calls InputContext.MapInput() for each active context and input. Once the final list of mapped input is compiled into a MappedInput object, the MappedInput is passed into each registered callback, and the high-level game code gets a chance to react to the input. And there you have it! Complete, end-to-end input handling. The system is fast, easily extended to handle new game functionality, easily configurable, and simple to use. Go forth and code some games! If you'd like to see an example of how this works in action, check out the Input Mapping Demo at my Google Code repository.
  5. Go auth (and other) progress

    July 28 Made a bit more progress on the authentication basics today. Relevant commits are: Add http package; have auth0 test delete user it has just registered after test is done Create json util; add logout test July 29 Today I focused a bit on the building and installation of snaillifecli. I switched my custom app configuration code for Viper because it apparently integrates really well with Cobra, which is a library to help make CLI applications. It is really tempting to avoid plugging in existing libraries and write everything from scratch because I’m positive that it will teach me a lot about Go, but the existing solutions seem more than suitable and I want to get to working on actual snails at some point. I also checked in a couple of quick scripts to build and install the app. deployDebug deploys to a subdirectory under GOBIN and copies the config file the app will use alongside the executable. This is really dangerous because it means database credentials are exposed to whoever wants to look in the config file and is to be used for local debug purposes only. The deployProd script first runs go-bindata to generate a go file from the json config and have the configuration compiled into the binary during the build step. This way any sensitive database credentials and such are not directly exposed. Of course though, I don't plan on distributing any binary with secret key information in it to external users.
  6. Trying out Go

    A couple of weeks ago I had the genius idea to rewrite SnailLife in Go. I’ve already looked into doing this once before a couple of years ago, but wasn’t really feeling it and stuck with PHP (mostly for nostaligia reasons). Now though, SnailLife is this bloated PHP app. Most of the core functionality is in. After weeks of battling infrastructure issues, when everything was back up and running again, I took a step back and saw how big the app (or rather the 3 apps now) had become. At the same time I’d been reading in passing about Go and became curious, so I figured - why not look into learning Go by rewriting SnailLife? Not because I think Go itself will necessarily make anything better, but because a rewrite might. The features are mostly already designed, reimplementing them in another language would hopefully let me focus more on improving the overall project structure while learning the new language of choice. Of course, the “learning the new language of choice” part also increases the likelihood of my turning my messy PHP app into a messy Go app as I go, but…it’ll be fun, OK? Anyway, I’m not yet sure if I’ll stick with the Go port or if I’m just amusing myself for a while before going back to the already largely implemented PHP version. So far I haven’t coded anything snail-specific and have instead been focusing on setting up database-related packages. I’ve made the code public on GitLab for now, though not sure if that’ll change when I go into writing the more snail-specific functionality: https://gitlab.com/drakonka/gosnaillife When I started the PHP version of SnailLife, I started by building the website and the main functionality that lets users interact with their snails. As time went on this focus switched almost exclusively to the back-end, and to working on functionality that required no user interaction. I realized that this is what the core of the idea was - simulating the actual snails - the brain, organ function, etc - things that the user could eventually influence indirectly, but things that would tick away on their own even if no user was involved. So for the Go version I am not starting with a web front end but with a simple CLI, and focusing on implementing the core of the snail itself first. Eventually I can build whatever front-end I want, or even multiple front-ends if I feel like it. Heck, I could even expose some sort of API for others to make their own apps on top of the simulation (if anyone wanted to, in theory). Go notes to self Open and close DB connections as little as possible - the driver handles connection pooling for you, you should only really need to do it once. Best way of reusing constructors between tests might be to create some test utilities outside of _test files which are imported only by the tests. Example usage in my case is creating a test db and table to run my mysql and repo tests against, which are in different packages. Every directory is a package. There is no way to structure code in subdirectories without each subdirectory being a separate package. Make use of table driven tests. They allow you to run multiple test cases per test. interface{} is an empty interface and can hold values of any type…avoid passing this around too much, better to learn to structure the code so you don’t have to. Go code looks to be very easy to move around and restructure if needed, so it should be fine to experiment with different project structures as I go. Current tentative project structure drakonka/gosnaillife ├── cmd │ └── snaillifecli │ └── main.go ├── config │ ├── dev │ │ └── database.json │ └── env.conf ├── lib │ ├── domain │ │ ├── item │ │ └── snail │ │ ├── snail.go │ │ └── snailrepo.go │ ├── infrastructure │ │ ├── databases │ │ │ ├── database.go │ │ │ ├── mysql │ │ │ │ ├── delete.go │ │ │ │ ├── insert.go │ │ │ │ ├── mysql.go │ │ │ │ ├── retrieve.go │ │ │ │ ├── tests │ │ │ │ │ └── mysql_test.go │ │ │ │ └── update.go │ │ │ ├── repo │ │ │ │ ├── repo.go │ │ │ │ ├── repoutil.go │ │ │ │ └── tests │ │ │ │ ├── repo_test.go │ │ │ │ ├── testmodel_test.go │ │ │ │ └── testrepo_test.go │ │ │ └── tests │ │ │ └── testutil.go │ │ ├── env │ │ │ └── env.go │ │ ├── init.go │ │ ├── init_test.go │ │ └── util │ │ ├── collection.go │ │ └── err.go │ ├── interfaces │ └── usecases
  7. I recently released a project called Francois DIY - my version of Mario Maker and I am in the process of making levels. Playing my own levels is fun but playing other people's levels is even more fun! Anyways, this is more of a want than a need but I'm starting to get addicted to Francois DIY and Mario Maker! Link: More Info Download Link: Click Here Installation Instructions: Copy francoisdiy to PC and click on francoisdiy.bat if you are on Windows. Linux users refer to website. Please feel free to download the software. There are no dependencies. Do not use versions of Windows older than Windows 7.
  8. Jonathan Blow, designer for Braid and The Witness, has been live streaming his latest game engine development and posting the streams to Youtube. The latest streams cover the implementation of an improved animation system and animation control methods. Click here to view the full series or watch the embed below.
  9. Jonathan Blow, designer for Braid and The Witness, has been live streaming his latest game engine development and posting the streams to Youtube. The latest streams cover the implementation of an improved animation system and animation control methods. Click here to view the full series or watch the embed below. View full story
  10. Businesses are moving at a greater pace than they ever were. The consumer habits are changing in accordance with the constant evolution in technology which has moved from mainframes to our pockets and wrists. To keep up with the changing consumer habits and to be at the bleeding edge, enterprises are trying hard to catch up. They are increasingly moving to a mobile first strategy and are investing more money than ever on enterprise app development. Enterprise mobility solutions architects are researching innovative development techniques and empowering faster development cycles, minimum development cost, minimum coding; maximum security. App developers are adopting newer development techniques and following modern development practices to fulfil the requirements of their enterprise clients. Some of those technologies, methods, and practices I have listed here: Methods 1. Rapid Mobile App Development (RMAD) Enterprise apps owing to business value they carry consumes more development cycles than consumer apps do. is based on ‘zero’ coding philosophy to shrink development time and meet mission critical business tasks. Application developed with RMAD are good-enough to distribution inside an enterprise to address an adhoc problem that can’t be addressed with the existing applications in place. RMAD is basically Rapid Application Development (RAD) extended to a mobile environment. RMAD, with little coding or by implementing methods like early prototyping and reusing software components, can be used to develop customer facing apps in addition to internal apps. RMAD development environment is web based and supports object oriented programming. 2. Bimodal IT Bimodal IT is the recent trend in enterprise app delivery. As the name suggest, in Bimodal IT, there are two parallel modes involved. One mode of app development focusses on stability another on agility. Mode 1 is traditional and sequential, emphasizing safety and accuracy. Mode 2 is exploratory and nonlinear, emphasizing agility and speed. This is expected to bridge the gap between demand and capacity, which is expected to be between five to one currently. Best Enterprise app development Practices 1. Cross-platform apps are the future of enterprise mobile app development Enterprise apps are more of a need than luxury. An employee is unlikely to complain about an app’s UI or theme color distributed by his employer the way he complains about an app developed by Facebook or Microsoft (Google apps are perfect!). Absence of native UI/UX support remains the biggest problem with cross-platform frameworks, today. They try to generate a common UI on all platforms which alienates users, who are prone to hamburger menu on Android and bottom menu on iOS. Fortunately, enterprise apps remain immune from this problem. There are number of cross-platform frameworks available in the market. The most popular is PhoneGap (owned by Adobe). Xamarin, owned by Microsoft is catching fast though. Objective-C (for iOS) or Java (for Android) can be done in C# with Xamarin, which already offers complete access to 100% of the native APIs for iOS, Android and Windows in C#. Appcelerator, Apache Cordova, Ionic and QT are other viable cross-platform tools that support desktop, web development, and mobile application development. Cross-platform = Faster development + Less Coding + Lower Cost 2. OAuth 2.0 + two-factor authentication for users’ authentication A practical tactic is to use OAuth 2.0. Many vendors support OAuth 2.0 with two-factor authentication including Azure AD, Ping, and Okta. Two-factor authentication requests a user to enter user ID and password (something you know) and a second validation, such as an OTP generated on your mobile phone (something you have) or a fingerprint (something you are). Android, iOS, Windows, and the latest web browsers all support OAuth 2.0 services. No developer should count on any other method of authentication. 3. Context Driven Testing (CDT) Context driven testing is the new form of agile testing. This kind of testing is executed when the end-users have dissimilar preference and requirements. CDT works for the mobile app which serve the need of one end-user but not the other. Let us say Microsoft Paint. Paint is an ideal application for casual graphics work But for a professional graphic designer who wants to add high-res graphics and different font size and colors may rather prefer Adobe Creative Suite. So context driven testing is built on the fact that ‘no solution is the best solution. But in this case, benefit lies with the consumers, since the final product that is approved is a user-friendly product, nonetheless several users may not agree with that as context driven testing is not a universal testing methodology and works in applications where conditions seldom change and test setups are unidentified. Conclusion Enterprises are always dynamic as they continue to succeed in a modern ecosystem dominated by mobiles and wearables. The accessibility of apps as a way of taking on business competition with agility, rapidity, as well as contemplation and proper attention is the right way ahead.
  11. It's been a little bit of an art push lately. First of all, I started work on a dungeon tile set. Up there is my first stab at it. I created a couple different wall variations, a door and a hex-pattern tile ground texture (used in conjunction with existing sand and gravel textures). Don't have anything in the way of doodads or decorations yet. Doors are still kinda tricky. I had a conversation with riuthamus about it. The gist of doors in this game is that a door needs to work with any configuration of walls around it, so trying to do artwork for a traditional-looking door and choosing alternates to match up with the surrounding walls was getting to be too difficult. I had already implemented doors some time ago that utilize portcullis-like behavior: when you open the door, it slides into the ground. Closing it brings it back up again. The door in the above shot works the same. The issue lies in creating a graphic that looks door-like, even though it doesn't look like a traditional door. I'm not sure there's a perfect solution for it. But at least when you hover over a door, a popup appears with the label 'Door'. Hopefully that's enough of a clue for people to figure it out. I've also started experimenting with MakeHuman. The ogre in this shot is a result of that experiment: It was a quick effort. I just used some of the clothes provided with MakeHuman (hence the jeans and button-up shirt, articles of clothing that would be quite difficult to obtain in the Goblinson Crusoe universe) and ran some of the various sliders for the mesh deformation all the way to 11 to try to get an ogre-ish form. The experiment worked pretty well, I think, certainly well enough to warrant further experimentation. As a bonus, MH will export a skeleton rig to fit the mesh, though I still have to rig it with IK and animate. As it turns out, I'm still terrible at animating. Who knew? I spent some more time doing miscellaneous cleanup. Fixed a bug that caused creatures to die multiple times if they died in a round with multiple dots on them. (They would die once for each dot because I wasn't checking for isdead in between dot applications.) Formalized the construction of summoning spells, so that a flashy spell effect is played when things are summoned. Added some flashy effects for things dying. Moved and rearranged some data tables again. You know, crazy shit like that.
  12. This is a Visual Novel Engine. Its FREE. It supports Android, Linux, and Windows. This engine allows you to create Visual Novels without programming knowledge. Its capable of north/east/south/west orientation, and have a simple bult-in battle system with attack, HP, and escape (teleport) system. The engine is capable of item handling and room teleporting.To make a game, you have to do a directory for every room (map), then copy the background in, and create a text file to describe the room with text. You need an apk editor to change the files in theAndroid package. By default, it contains a minigame to show you the things. -It supports the most common image and sound formats (jpg, png, wav, ogg). -room (map) based movement -jpg and png backgrounds -hero avatar -It supports battle system with escape system (also good for creating custom dialogs) including HP management -enemy avatar -ogg and was music play as background music per rooms and battles -teleportation -item usage, and item existence based teleportation -gameover/happy game-end -linux, and windows executables -android apk (you must edit the files into it), -its free. download: http://VisualNovelEngine.tk
  13. Hi! My name is Philip! I am a software developer with over 2 years of professional experience (not in game development) and maybe 5 years of experience with hobby game development (custom engines, unity, currently learning unreal engine 4). I am most proficient writing code in either C++ or C#. I am also comfortable with graphics programming (linear algebra, shaders, opengl, d3d11). It's been some time since I've tried to collaborate on a game development project as most projects in the past didn't work out due to either being overly ambitious or there being little to no insight in the workflow/how everything is coming together. I've been trying to create my own game art for projects but it's really not working out. So here I am! I'd like to reach out to individual artists or existing development teams that would like to create a game together. I wouldn't mind joining an existing project, though I'd prefer to start on something new together. I currently have a lot of free time on my hands so I'm eager to get to work right away! What I'm offering: - High quality code (well documented-, scalable- and optimized code) - Clear communication/reliability (daily or weekly chat with progress updates) - Technical directing (as lead programmer or for individual modules depending on the scope of the project) (- Game/level design: I'm not very experienced in this field but I'd like to contribute; if there's room for it of course) Some plus'es for me would be: - You are using/willing to use Unreal Engine 4 (I'm currently learning it and would like to spend more time with it. Also the lighting is so much better than in Unity). - You have a similar taste in games (to mention a few: Golden Sun, Kingdom Hearts, Zelda, Dark Souls, Earthbound, Shadow of the Colossus, Nier, Chrono Trigger) - You currently have a lot of time to work on the project (able to produce a first prototype fast!) - You live in a nearby timezone (GMT+1 here) If you are interested in working together or if you have any questions; please send me PM! Thanks for your interest!
  14. Greetings, we're making a 90s style game with prerendered backgrounds and static camera angles using a custom software-based engine (Sample WIP video) I was wondering what's the best way to go about setting up camera triggers. In the video I was manually switching cameras. I was thinking just OBBs (or AABBs), every camera would be associated with a bounding box, if you're in box A then camera A renders. - Is this a good approach or is there a better more simpler/automated way of doing it? How did old games like Resident Evil or Final Fantasy do it? - Doing it this way I'd have to use some sort of editor to setup the boxes. We're using Blender so I guess I could use that, although I'd prefer a more specialized editor. Is there any good 3rd party editor that's more suitable to doing this stuff? (The same editor would be used for door triggers, item/enemy spawns, text triggers etc). I thought about writing my own editor but that's a bit luxurious at the moment, I'm still setting the core things up. Any ideas/help is greatly appreciated Thanks -vexe
  15. Check out latest tech-demo of Esenthel Engine, a high performance, cross-platform game engine, in development since year 2000, it's available for licensing at http://esenthel.com/ This is also going to be a game! See the game's facebook page here: https://www.facebook.com/EsenthelWorld/ Try the demo by yourself: http://esenthel.com/?id=store&item=111
  16. //page 120 #include <Windows.h> #include <windef.h> #include <winuser.h> #include <d3d9.h> #include <d3dx9.h> #include <stdio.h> #include <stdlib.h> #include <time.h> //#pragma comment (lib,"d3d9.lib") //library's link //#pragma comment (lib,"d3dx9.lib") //#pragma comment (lib,"dxguid.lib") //#pragma comment (lib,"winmm.lib") //システム時刻取得に必要 | マルチメディアライブラリ(Windows Multimedia Library) //#pragma comment (lib,"dinput8.lib") #define APPTITLE "CreateSurface" #define KEY_DOWN(vk_code)((GetAsyncKeyState(vk_code)&0x8000)?1:0) #define KEY_UP(vk_code)((GetAsyncKeyState(vk_code)&0x8000)?1:0) #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 //function prototypes LRESULT WINAPI WinProc(HWND, UINT, WPARAM, LPARAM); ATOM MyRegisterClass(HINSTANCE); int GameInit(HWND); void GameRun(HWND); void GameEnd(HWND); //Direct3D Objects LPDIRECT3D9 d3d = NULL; LPDIRECT3DDEVICE9 d3ddev = NULL; LPDIRECT3DSURFACE9 surface = NULL; LPDIRECT3DSURFACE9 backbuffer = NULL; LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_QUIT: GameEnd(hWnd); PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } //helper function to set up windows properties ATOM MyRegisterClass(HINSTANCE hInstance) { // create struucture WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); //fill the structure with information wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)WinProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = APPTITLE; wc.hIconSm = NULL; //set up the window with the class info return RegisterClassEx(&wc); } //Entry point for a windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; MyRegisterClass(hInstance); HWND hWnd; hWnd = CreateWindow( APPTITLE, APPTITLE, WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL ); if (!hWnd) { return FALSE; } ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); if (!GameInit(hWnd)) { return 0; } //Main Message loop int done = 0; while (!done) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) { done = 1; } TranslateMessage(&msg); DispatchMessage(&msg); } else { GameRun(hWnd); } } return msg.wParam; } int GameInit(HWND hwnd) { HRESULT result; //initialize Direct3D d3d = Direct3DCreate9(D3D_SDK_VERSION); if (d3d == NULL) { MessageBox(hwnd, "Error initializing Direct3D", "Error", MB_OK); return 0; } //set Direct3D presentation parameters D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; d3dpp.hDeviceWindow = hwnd; //create Direct3D device d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); if (d3ddev = NULL) { MessageBox(hwnd, "Error creating Direct3D device", "Error", MB_OK); return 0; } //set random number seed srand(time(NULL)); //Clear the backbuffer to black d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); //Create pointer to back buffer d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); //create surface result = d3ddev->CreateOffscreenPlainSurface( 100, 100, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL); if (result!=D3D_OK) { return 1; } //load surface from file result = D3DXLoadSurfaceFromFile( surface, NULL, NULL, "char.jpg", NULL, D3DX_DEFAULT, 0, NULL); //make sure file was loaded fine if (result != D3D_OK) { return 1; } //draw surface to back buffer d3ddev->StretchRect(surface, NULL, backbuffer, NULL, D3DTEXF_NONE); //return okay return 1; } void GameRun(HWND hwnd) { RECT rect; int r, g, b; if (d3ddev == NULL) { return; } if (d3ddev->BeginScene()) { //Create pointer to the back buffer d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); //draw surface to the back buffer d3ddev->StretchRect(surface, NULL, backbuffer, NULL, D3DTEXF_NONE); //stop rendering d3ddev->EndScene(); } d3ddev->Present(NULL, NULL, NULL, NULL); //check for escape key to exit program if (KEY_DOWN(VK_ESCAPE)) { PostMessage(hwnd, WM_DESTROY, 0, 0); } } void GameEnd(HWND hwnd) { //free the surface surface->Release(); if (d3ddev != NULL) { d3ddev->Release(); } if (d3d != NULL) { d3d->Release(); } } So this is the code. I'm following a book and I checked If I made any mistakes. The picture shows what the error is. Can someone help? Also, what is the default location for a file/bitmap/jpg in my case?
  17. Weekly Update #2

    Time for another update with how we are doing. We have now started production and I will continue to update you guys trough the week`s ahead, something`s we will share and some we dont`t, can`t spoil all the fun right? But I can at least guarantee that we are on track for a powerfull vertical slice. Programming: The programmer is now doing Water Test - Perlin Noise / Heightmap Calm checking at comparing to our references. Modeling: I have spent most of the week gathering reference pictures for asset`s so I can fill the ship when it`s ready, this is a very hard job but luckily there are alot of book`s out there. First out was one of the spyglasse`s, a Dollond from mid 17th century. Did some material`s testing on that one as well and will finish that asset tomorrow. Soon I will also start texturing, rigging and animating the first person arms/hands. Until next week! http://www.indiedb.com/games/the-whaler-working-title
  18. PlanetShader

    Added new Planet-Shader, Skybox, and Bloom\Glow... The youtube compression-quality for dark material is realy bad!
  19. I am trying to render outline for my mesh. I basicly re-render the mesh without texture and put color. My problem is I want to show the outline topmost. When I clear depthview after rendering outline mesh my outline stays background of target mesh but also background of other meshes. I want to show outline top of other meshes but behind of my target mesh ? Is that possible ? If I clear depthview for mesh and outline at this time my mesh will be top of other meshes which I do not want.
  20. Hello, I'm working on a new non-destructive 3D generation tool and I would love to get some feedback. I'm looking for people to try my program, and in exchange, I will give the final product for free to everyone whose feedback has been significant. Proc3D is a different 3D modelling software: instead of being based on polys, it is based on bodies that can be mixed together with powerful boolean operators. It is completely non-destructive and I hope you find it easy to use. Of course, not everything is perfect. In fact, the current status of the program is a pre-alpha. You can expect these: bugs (it doesn't usually crash, but many bugs are present), lack of features, horrible exporter (exporting to a triangle mesh is critical, but now, the quality of the output is unacceptable). I will also release updates before the final version, so you can expect to get a more useful version of the program before that. So, if you want to be an early adopter and collaborate with me send me an email to david@raiselandsoft.com or send me a private message here with your email. Thanks!
  21. Planar Reflections

    Added planar-reflections to the Engine
  22. VBexEditor

    Here is a early version of the VBexEditor, creating a simple scene.