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Found 41 results

  1. C++ Player out of tile map

    Hi! I made a tile map reading from a file. Almost everything works good, but when a player go out of map, program runs into an error and says that "vector subscript out of range". My question is how to make check for it Drawing map : void GameplayScreen::DrawMap(SDL_Renderer *renderer) { for (int y = map.size() - 1; y >= 0; --y) { for (int x = getStartBlockX(), xEnd = getEndBlockX(); x < xEnd && x < map[y].size(); ++x) { if (map[y][x] != "0,0") { int tempX = atoi(map[y][x].substr(0, map[y][x].find(',')).c_str()); int tempY = atoi(map[y][x].substr(map[y][x].find(',') + 1).c_str()); srcRect.x = tempX * 32; srcRect.y = tempY * 32; srcRect.w = 32; srcRect.h = 32; destRect.x = x * 32 + posX; destRect.y = (y * 32 + posY); destRect.w = 32; destRect.h = 32; vBlock[Earth]->Draw(renderer, srcRect, destRect); } } } } getStartBlockX returns first map block, getEndBlockX returns last, so it's like render on screen only a piece of map, not all blocks. tempX returns x coordinate of tile image, tempY y coordinate. So, for example, if map is like : 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 1,0 2,0 0,3 1,0 1,0 0,0 is first block image, 1,0 is one next to the first, 0,3 is 2 under the first block etc.
  2. So I've been reading about and watching videos about Smalltalk. It seems like an interesting language and damn near the Father (or Godfather) of all things OOP. But it got me thinking, what languages should a programmer know or even be proficient in to be a dependable programmer (couldn't think of a better word than "dependable")? After giving it some thought, I came up with this list. At least 1 programming language from: Lisp family of languages ML family of languages Smalltalk family of languages And also the C programming language (not the family, just the language). I think this covers all facets of programming and ways of tackling problems. I don't think there's any other language, thinking most of the modern languages, that has done anything that 4 listed above haven't already done. I'm not counting languages like Julia, R, Perl, or Erlang, because they are languages, AFAIK, that seem to solve a very specific problem. They can be general purpose, but again, AFAIK, they're not meant to be. Of course, agreements, disagreements, thorough takedowns, and/or overall discussion are welcomed.
  3. I'm following the list of games a begginner should make suggested by Alpha_ProgDes and I'm about to start making Breakout, though this time I'll go the hardcore way with C++ & SDL instead of Unreal Engine. I'll figure out how to write the classes and make it work, though I wanted to ask you guys about what I will need to make and how it should be organized, so that I have a clear roadmap that I can breeze trough step by step, without hitting any dead ends So this are my initial thoughts: ●I will need a "Timer" class which keeps track of ms since last frame ●I will need a "Game" class which has a Timer and takes care of initializing the SDL_Window and SDL_Renderer, also with a destructor that takes care to destroy them. ●I will need a "TextureManager" class which containst a map<string, Texture*> to which I can ask for a texture by its name from within other classes, so pretty much every Actor (taking unreal naming for semplicity here) need to include this "TextureManager". Also texture manager destructor takes care of destroying all the textures. ●I need a base Actor class which will contain member variables x,y centered pivot coordinates for the actor sprite, SDL_Rect for the sprite position/size and a Texture* for the sprite, also virtual draw() and virtual update() methods Well that all I can think for now, I don't have a very clear idea for how the input handling should be done, is just like a super giant switch inside the game loop, or it is like a class "InputManager" that keep track of which actor is interested in which key input and forward the inputs to the approriete actors or... mh... no idea really how it should be done So, whatever feedback or suggestion or "Structure Roadmap" you can present me to put me on the right tracks, is very welcome! I only need knowledge of a reasonably correct structure and I will fill in the blanks
  4. I'm looking to form a new game development team, mostly for training purposes. About me: I'm a student - Unity C# developer, who worked part-time in this industry for a couple of years already. I've been a lead developer in many "random collab groups" as well as a few companies. I specialize in creating 2D games for Android, but I'm looking forward to trying out new things - especially 3D development. Currently, I've got one Android game close to a release so I'd work for this team in my spare time. About the project: I've been thinking about creating a simple tycoon-like simulation game for Android (and PC eventually), inspired by the Game Dev Story (initially released by Kairosoft in 1997) https://en.wikipedia.org/wiki/Game_Dev_Story I haven't done much planning though, therefore I'm looking forward to hearing out your ideas. Right now, I've only created a test 3D scene using placeholder models and implemented a simple pathfinding system for me to play around with: https://i.imgur.com/xAd0l4o.png https://i.imgur.com/nHZerOT.png I'm looking to work with people who are: - willing to take a position of a: 3D modeller/2D artist/Designer - not necessarily very experienced, but eager to learn and improve their skills - active - check in at least once a day If you'd like to apply for a different position which I didn't list here, you are welcome to contact me as well. While this project is created mostly for learning purposes, if we ever get to release it and generate any revenue - you will recieve a certain percentage of it. To Apply: Send an email to rk.softwaredev@gmail.com Introduce yourself and attach an example of your work (if you have any)
  5. I think shouldn't be far from true to say that often beginners feel lost and don't know the best way to improve their skills, especially if they are self-thaught in wathever they are learning, being it 2D, 3D, Programming or wathever. There could be many obstacles and pitfall to learning, it could be that since one is begginner he/she doesn't realize that the scope of his project is just too big, or maybe one can't come up with a good story/gameplay for his life so lack the motivation to even attempt doing anyting on his own, and maybe one is stuck in a situation where would like to have the story/gameplay aspect figured out by someone better at it (by joining a team) but lack the technical skill to join said team and has an hard time gaining said skill because is not in a team to begin with. So I thought, something that can help beginners grow faster is something I saw in other communities around the web, which is friendly competitions. The ones I know of are mostly 2D-3D related, for instance polycount.com "Bi-Monthly CHARACTER ART Challenge" and "Monthly Environment Art Challenge", or conceptart.org "Character of the Week", "Creature of the Week", "Environment of the Week". Of course there are many more of this challenges I would like to see come into existence related to programming and game engines, for instance challenges in making certain games (see usual tetris/pong but also something more unique and specific, given some guidelines) and challenges like "Create a Water shader in Unreal Engine", or "Create a water ripple particle effect" and so on. The cool thing about this is that begginner could compare each other works (professional hopefully join in the challenge as well) and see how the best resoult where obtained, with everyone focusing/researching on the same task and learning from the best examples. This stuff is not far from something like school exercise from my point of view, therefore something invaluable for self-taught beginners who are at higher risk of getting lost by lack of direction. And here's gamedev.net twist on the subject, by joining and completing the current challenges one would get "achievments" or "medals" that are visible in his profile and under his avatar, as a cool way to improve his rep and keep the community active This is the kind of place I would like to see, where one join, check the current challenges list and decide to join in and learn something new or improve on the subject during that day/week. Also often I open the forum and there are no new topic that need to be replied, therefore this would keep us all busy in the free time Of course, maybe this sounds fun on digital paper but could end up not working, I have no idea if this stuff can work smoothly on sites that have less than a certain treshold of traffic, and it also require the time from someone actively creating this challenges content. Well anyway, I think it is worth thinking about it, let me know what do you think
  6. Questions about Templates

    I was doing an experiment, code below: template<typename T> struct S { explicit S(T v) :val{ v } {}; T val; }; int main() { S<int> MyS('g'); cout << MyS.val << endl;//Output is 103 return 0; } Even though I am providing T with a type which is int, and I have an explicit constructor, why I have an implicit conversion from char to int? Shouldn't it see that T is int since I'm telling it so and thus give me error for constructing an S out of char?
  7. I've read Object Oriented Prograamming C++ 4th Edition. Did some exercises, honestly I'd say I covered 70% of this book. Mark some topics for reread later. then I'm thinking go with The C++ Programming Language [4th Edition] - Bjarne Stroustrup any suggestion will precied. I don't have any programming experience. But I've play a lot of games... Here goes nothing... I'm thinking make a game. (Looked up with unity engine seems like brain surgery to me. )At the beginning my game will have only one big-ass map. 4 type of NPC's Get quests from NPC's, get your reward after finish. Buy metarials (equipment, healt potions etc) TeleportGate NPC's Monsters The goal is finish quests, get stronger, learn skills, collect seven unique diamonds among the quests and face with evil creature. This is already very complex for me, but I couldnt help myself to think deeper and deeper.Then I thought why not MMORPG... then things get messy. I am keep overthinking, I cant concentrated now. These are what I am thinking on the server side; there will be 4 units. NPC's with static locations (Stroge, Trade, Quests, Gates etc) NPC's with dynamic locations - Monsters User Database Pool (deal with everything) NPC's and monsters have pre-set locations, behaviors, shortly they will have their routine. for example lets name four monsters (scylla(FBCD),pyhton(FBCE), satir(FBCF), echidna(FBD0)) also creatures will have locations and health values. I dont want to go further with details. so pool unit has all informations and authority decent manupulations for NPC's and Monsters and get informations logged player via database. when player logged, pool will define a dynamic number as long as player logged and generate viewport for player and send package. a character has charid, charname, charloc(x,y,z), charstatus(idle,walking,flying,attacking etc), charhp(max,current), chararmor, charmp(current,max), charAttackPower, charDefence, charExp(current,max) there would be more informations or less... now 1st player in the pool. . when another player logged assume both player close each other... 2nd player will get viewport including 1st player appereance too.1st player only get 2nd player's appereance. my point is only send or prepare necessarry packages. lets assume all informations belong a character 4 bytes each. and you send/receive 10 packages per sec... 520bytes per sec for a character with all informations(I know networking doesnt work like this. my point is this is tiny). I still think thats manageable. As you can see English is not my main language I hope you get what I meant. this MMORPG idea like a virus(not software virus :)) taking control of my mind. I did some research about MMORPG advanced users says stay away. security issues details details bugs etc its hardcore I understand that. but still... I've desire to learn game programming, please put me right direction.
  8. I mean, I realize that it does so much for me, collisions and physics to mention the probably most obvious things, that even though I am a begginner, I don't really need to learn those now...and this might be a really bad thing. On the other hand, it gets out of the way the majority of the stuff that would stump a begginner trying to create a very simple game, so that even a begginner has a chance to create a simple game and see/understand better how everything interact with each other, and that's is a very good learning opportunity to improve because it ease the learning curve of what goes into a game. What's your opinion on this? What "stance" do you think a begginner should have regarding this fancy engines? Also do you think that my fear of a "learning potential" being cripple by it is an actual thing? I mean, should I really worry about it?
  9. Hello. I'm seeing this sort of questions are asked frequently here but here we go. I'm interested in a career of game development but I'm not sure what way would be wise to choose. Eventually I want to work in a studio designing games. I haven't attended any university education. 30 year old and living in italy. I see there are some bachelor programs for game design. Also there are bachelor degrees for computer sciences. And there's web education. Considering these programs are in public universities, these are what i can afford. A degree would take at least take 3 years to complete, not my first choice. I understand that it's best to learn a language. Does this mean learning any language (easiest one) and then working from there is an idea? I do not have almost any coding skills. I have done some 3d modeling in the past but still. What would be your advice for beginning?
  10. First actual post here outside introductions! So just a couple days ago I thought of trying this with a game story I've been developing for about a year, maybe two, now. I started one idea, threw it away, rebuilt it a while later, rewrote that a couple times, and took my protagonist for a "test run" in a short story this past college year, even though it turned out completely different than what I have now. Anyways I drew brackets on a notebook page, with some smaller sub brackets. I began filling in those with plot options, narrative development ideas, possible plot twists and character growth ideas. On the other side I wrote down my desired genre of game, audience, and simple ideas on the graphics and other design aspects. Do you do something like this? If not, what's your process like, if you have one? By the way this is my first ever attempt at game writing. I want to see this through, as its original as well. I've taken inspirations from games I like and other stuff.
  11. Sorry about the rant, this is important to me; I could lose my job because of this person. My colleague can only do his work with software he is familiar with, it's like he never learned the fundamentals of what he is doing. At the start I allowed him to use what software he knew while passively trying to teach him. It worked, slowly we where making progress then suddenly our project deadline got cut by almost a year. I am now actively trying to teach my colleague, now that it's clear that I am teaching him he is being stubborn. Several times we got into arguments with the last one ending with me shaking with fury. When I explain things to him it's like he doesn't believe me. A few times now he has shown me Youtube videos where the youtuber does things differently, then states that I am wrong and the youtuber is correct. I would have been fine with that if the Youtube videos he keeps finding, weren't the instruction kind, you know the "Do X and Y" videos where they show how to do a thing but don't explain why there doing it. He sits with the tutorial open next to him all the time and because what he is doing isn't the same as in the video he quickly gets stuck. I tried showing him with his own work what to do, then he started asking me how to do things that he could already do so that I would do it for him. I tried showing him on my work, even when he can see it's working it's like he doesn't believe that I am doing things right. Often he would say a youtuber did X and Y. When I explain it's the same he just gives me a blank look. I have tried giving him better Youtube videos, he even watched a few of them yet he still can't do the basics. He keeps going back to the instruction kind of tutorials. I tried explaining how the software he knows is the same as the new ones. He literally told me the way substance's multiply isn't the same as Photoshop's, when I told him it's a mathematical expression and he could use his calculator to test it, he just gave me that blank look. In our last argument it became clear that my age is a large factor and the main reason he does not trust me, he feels that because he with more experience than me doesn't know how to do a thing, then there should be no way that someone with less experience could know how to do it.
  12. RayCasting - sphere, plane and OBB

    I have a problem understanding how excatly the intersection test when testing ray against plane, sphere and OBB. I have a presentation of an assignment and I need to be able to explain how the code I have written works. But I dont really understand it, even though I have searched over the internet and read through a lot of sites telling how it works. I still dont really understand it, im hoping that someone can give me a dummy explaination of it that is easy to understand. I'll provide the code in question down below, all help is appreciated. I just really wanna understand how this stuff works fully. void GiantSphere::test(Ray & ray, HitData & hit) { float b = ray.d.Dot(ray.o - this->center); float j = (ray.o - this->center).Dot(ray.o - this->center) - pow(this->radius,2); float intersectCalc = b*b - j; if (intersectCalc >= 0) { float t = -b - sqrt(intersectCalc); if (hit.t == -1 || hit.t > t) { hit.t = t; hit.lastShape = this; hit.color = this->c; hit.lastNormal = this->normal(ray.o+ray.d*t); } } } Vec GiantSphere::normal(Vec & point) { Vec temp = point - this->center; temp.Normalize(); return temp; } GiantSphere::GiantSphere(Vec _center, float _radius, Color _color) { this->center = _center; this->radius = _radius; this->c = _color; } void GiantPlane::test(Ray & ray, HitData & hit) { float d = this->n.Dot(this->point); float t = (d - this->n.Dot(ray.o)) / this->n.Dot(ray.d); if (t > 0.0001f) { if (hit.t == -1 || hit.t > t) { hit.t = t; hit.lastShape = this; hit.color = this->c; hit.lastNormal = this->n; } } } Vec GiantPlane::normal(Vec & point) { point = n; return point; } GiantPlane::GiantPlane(Vec normal, float _d, Color color) { this->n = normal; //this->d = _d; this->point = this->n*_d; this->c = color; } void GiantOBB::test(Ray & ray, HitData & hit) { float tMin = -INFINITY; float tMax = +INFINITY; Vec p = Bcenter - ray.o; // Bcenter is the center of the OBB. Ray.o is the origin of the ray. Vec arr[3] = { Bu,Bv,Bw }; // Direction/base vectors. (1,0,0), (0,1,0), (0,0,1) for (auto& i : arr) { float e = i.Dot(p); float f = i.Dot(ray.d); float q = -e - halfBu; // The distance between the center and each side. 100. float w = -e + halfBu; if (abs(f) > 1e-20f) { float t1 = ((e + halfBu) / f); float t2 = ((e - halfBu) / f); if (t1 > t2) { std::swap(t1, t2); } if (t1 > tMin) { tMin = t1; } if (t2 < tMax) { tMax = t2; } if (tMin > tMax) { return; } if (tMax < 0) { return; } } else if (q > 0 || w < 0) { return; } } if (tMin > 0) { if (hit.t == -1) { hit.t = tMin; hit.lastShape = this; hit.color = c; } else if (tMin < hit.t) { hit.t = tMin; hit.lastShape = this; hit.color = c; } } else if (tMax <= 0) { if (hit.t == -1) { hit.t = tMax; hit.lastShape = this; hit.color = c; } else if (tMax < hit.t) { hit.t = tMax; hit.lastShape = this; hit.color = c; } } } Vec GiantOBB::normal(Vec & point) { Vec arr[3] = { this->Bu,this->Bv,this->Bw }; float halfArr[3] = { this->halfBu,this->halfBv,this->halfBw }; Vec returnValue = Vec(); for (int i = 0; i < 3; i++) { Vec sPlus = this->Bcenter + (arr[i] * halfArr[i]); Vec sMinus = this->Bcenter - (arr[i] * halfArr[i]); if ((point - sPlus).Dot(arr[i]) < 0.0001f && (point - sPlus).Dot(arr[i]) > -0.0001f) { float dot = (point - sPlus).Dot(arr[i]); returnValue = arr[i]; } else if ((point - sMinus).Dot(arr[i] * -1) < 0.0001f && (point - sMinus).Dot(arr[i] * -1) > -0.0001f) { float dot2 = (point - sMinus).Dot(arr[i]); returnValue = arr[i] * -1; } } return returnValue; } GiantOBB::GiantOBB(Vec b, Vec b1, Vec b2, Vec b3, float Hu, float Hv, float Hw, Color _color) { this->Bcenter = b; this->Bu = b1; this->Bv = b2; this->Bw = b3; this->c = _color; this->halfBu = Hu; this->halfBv = Hv; this->halfBw = Hw; } GiantOBB::GiantOBB(Vec b, float Hu, float Hv, float Hw, Color _color) { this->Bcenter = b; this->halfBu = Hu; this->halfBv = Hv; this->halfBw = Hw; this->c = _color; }
  13. Hi! I am trying to implement simple SSAO postprocess. The main source of my knowledge on this topic is that awesome tutorial. But unfortunately something doesn't work... And after a few long hours I need some help. Here is my hlsl shader: float3 randVec = _noise * 2.0f - 1.0f; // noise: vec: {[0;1], [0;1], 0} float3 tangent = normalize(randVec - normalVS * dot(randVec, normalVS)); float3 bitangent = cross(tangent, normalVS); float3x3 TBN = float3x3(tangent, bitangent, normalVS); float occlusion = 0.0; for (int i = 0; i < kernelSize; ++i) { float3 samplePos = samples[i].xyz; // samples: {[-1;1], [-1;1], [0;1]} samplePos = mul(samplePos, TBN); samplePos = positionVS.xyz + samplePos * ssaoRadius; float4 offset = float4(samplePos, 1.0f); offset = mul(offset, projectionMatrix); offset.xy /= offset.w; offset.y = -offset.y; offset.xy = offset.xy * 0.5f + 0.5f; float sampleDepth = tex_4.Sample(textureSampler, offset.xy).a; sampleDepth = vsPosFromDepth(sampleDepth, offset.xy).z; const float threshold = 0.025f; float rangeCheck = abs(positionVS.z - sampleDepth) < ssaoRadius ? 1.0 : 0.0; occlusion += (sampleDepth <= samplePos.z + threshold ? 1.0 : 0.0) * rangeCheck; } occlusion = saturate(1 - (occlusion / kernelSize)); And current result: http://imgur.com/UX2X1fc I will really appreciate for any advice!
  14. Hi i am new to this forum i wanted to ask for help from all of you i want to generate real time terrain using a 32 bit heightmap i am good at c++ and have started learning Opengl as i am very interested in making landscapes in opengl i have looked around the internet for help about this topic but i am not getting the hang of the concepts and what they are doing can some here suggests me some good resources for making terrain engine please for example like tutorials,books etc so that i can understand the whole concept of terrain generation.
  15. I was developing a 2D game engine in c++ and it went pretty well, until I got to the point of exporting the game. You see, I was using lua in a virtual machine (sandbox) for the scripting of the game; now I realized that my game engine is just a lua interpreter if I try to share the game I'll distribute the game files (sounds, images, etc..), my scripts and my "interpreter" .exe this means that if I share my game with someone they'll have access to the game logic instead of a stand-alone .exe. How do other engines compile scripts into a stand-alone executable i'm really confused on this mater.
  16. I remember seeing a name for this, but I can't find it anywhere now. In one of my courses, I use a weighted list to decide the choices for an AI. Basically, each AI class has 2 standard functions: Value and Do. [Value] returns a float, a percentage of how imperative it believes it is that it does this. I.e. when your base is under attack, sending troops to defend returns a high value. [Do] executes the AI. Then an AI Manager gets the value for each AI choice, and chooses to do the one with the highest value. I've seen a more formal name for this, but I don't recall what it was.
  17. Hello, I am a novice game developer. Currently working on a small game project made by myself. I can deal with graphics, but with coding and blueprints I have some problems. All that I need is to make a simple quest system, nothing too complex. I will try to explain what do I want to make and if someone knows any tutorials, forum threads, tips, pieces of advice I would be very grateful.P.S. I am making a FP game, not a shooter.So basically: 1) Player walks to an NPC or other thing like taskboard.2) Finds an available quest, takes it.3) The mission is to find 3 objects: A, B, C.( A HUD displaying these objects for player)4) Player found object A. This object disappears from the HUD.5) Player found all the remaining objects, delivers the, to a certain point, the quest is completed.6) After completion, another quest is unlocked and can be activated.A good example of what I want is the newly made game Ben The Exorcist, where player needs to find some items in the house and then place them to finish the exorcism process. I know that I am maybe asking for too much, but I don't even know where to start or how to start. As I said I can easily make a nice looking map, objects, entities, somehow animate it and so on, but I really need a lot of help in the "coding/blueprint sphere". Cheers,Martin
  18. This function detects if a gameobject has moved or has had its sprite changed. It then calls one of two functions (or none), to draw a piece of the games background over the gameobjects current location or previous location. Should functions like this be avoided? Is this good or bad design? Does it violate SRP? Also, how would something like this be unit tested? #clean up the display... def blit_background_over_dirty_rects(self): for gameobject, data in self.relevant_data.items(): if data['location'] != gameobject.rect.topleft: #gameobject moved... self._blit_background_over_gameobjects_previous_location(gameobject) elif data['sprite'] != gameobject.sprite_manager.current_sprite: #gameobjects sprite changed... self._blit_background_over_gameobjects_current_location(gameobject)
  19. 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).
  20. Hi, community. I am writing a series of articles about Lighting related with real-time computer graphics. The purpose is to get information from a lot of great resources like computer graphics books, blogs, and forums, and try to explain them as easy and clear as I can. I am going to update the list periodically. Lighting Series The first post in the list is the following Lighting Series Part 1 - Light and Radiometry Update (2017.07.05) Lighting Series Part 2 - Radiant Energy and Radiant Power Update (2017.07.16) Lighting Series Part 3 - Radiance Update (2017.07.25) Lighting Series Part 4 - Irradiance and Radiant Intensity Update (2017.08.02) Lighting Series Part 5 - Photometry All suggestions for improvements, corrections, and new topics, are very welcome because in this way I am going to learn a lot and, and why not, maybe this helps anybody with the same doubts than me. Hope you find this useful!
  21. A newbie's decision: Qt?

    Hi everyone, as the most people here my ever wish is working with videogames. I learnt C and C++ from books like C and C++ HTP By Deitel&Deitel and C++ Primer By Stanley B. and i think that i'm ready to continue and use a graphic library. I was investigating, and i found some like SDL, Allego, GTK, and SFML... But for some reason, the one that capts my attention is Qt (maybe is for the good documentation)... What do you think about it? Am I wrong? Is Qt bad for making games? P.D: Sorry my English. Any recommendation is welcome.
  22. Sounds in Roundrick

    Hi, My name is Alex Mars from sound design studio AK Audio. In this video, I would like to show you an interesting approach I've made for making sounds in the game called Roundrick. First of all, let me show you a quick clip of the gameplay. Pay attention to the sounds. Here I split sounds into 3 categories: sounds of the gameplay, sounds of the map city builder, UI sounds. To implement all sounds and music we use FMOD Studio. This program helped me implement all sounds without bothering the programmers' team. Let's start with sounds we hear while we are on the map. Besides the music, we decided to create sounds for objects that you can see on the map. This is a forest level, so in order to make the background music more interesting we created a system with bird sound effects. I have recorded 11 samples of singing birds which fit each other. In FMOD Studio these samples play in random order with a random delay, pitch, volume, and panning. This creates a non linear ambiance of the forest from just 11 short samples. There are several background objects which live their own life: waterfall, sawmill, elixir farm and so on. When you scroll closer to any of these objects, the sound gets louder and clearer. We paid lots of attention to the sounds of resources. Because resources are a very important part of the game, we decided to create variational sounds. Sounds of gold, crystals, wood, and elixir sounds that reflect what happens on the screen. For example, for gold, I recorded the sound of dropping different coins. I recorded the sound of a single coin and a bunch of coins. When resources appear on the screen FMOD plays a random sound of a bunch of coins. But when coins are dropped to the player's wallet I created another simple system. I chose 8 coin samples and when the gold drops into the wallet, FMOD plays a random sample of a coin dropped with pitch and volume variation. This way it sounds like a different sample is played every time. As a result, no matter how much gold you have you'll continue to hear very nice and catchy sound of gold. I used the same system for other resources. For example, for the elixir, I recorded the sound of perfume bottles. After processing I chose 6 different samples and programmed it like the gold. The windmill needs to be fixed in order to advance to the next map of the game. So to help the player figure this out we made the sound of the windmill get louder and clearer when you scroll closer to the mill. This sound is synced to the animation. When the gear is bouncing you can hear the sounds of knocking metal and broken mechanisms. When you fix the mill the sound changes and it syncs to the moving blade's animation. For this sound, I've recorded whoosh sounds of a moving rope and lowered the pitch. One more important object in the game is the daily treasure chest. When the chest is ready to be opened, it starts to glow. I created a magic sound which sounds louder when you get closer to the chest. Now let's talk about gameplay sounds. In the main gameplay, most of the sounds are connected to the ball movement. When audio samples play over each other they can sometimes create phase distortions. That's why it's important that we have different sounds. For the sound of the bouncing ball, I've made 2 layers: sounds of two balls. Each layer has some variations. At the end, they layer with many different combinations. In each layer, sounds have random pitch and volume modulation. This way we have more variations. The ball runs faster in the game by a specific algorithm, that's why I needed to change its sound compared to the speed of the ball. If the ball runs faster the sounds are brighter and louder. A similar system is used on the impact sound when the ball hits the enemy. In this sound, we have 3 layers with different variations. This sound also changes compared to the speed of the ball. The sound we hear when we shoot the ball is also quite interesting. The player can shoot very fast, or slowly when finding the direction to start the ball. That's why this sound should follow the behavior. When the ball has been shot, the trigger OnStart is set. That makes FMOD move to the marker Start. When the player cancels the shot, the OnCancel is set and we no longer hear the sound of the shot. All enemies also have their own variations. Each level contains the same type of enemies with the same type of sounds and variations. After a while, you'll grow tired of hearing the same enemy sounds. With FMOD Studio I not only have the possibility to implement sounds with variations but also control the overall mix, loudness. I also set different file size compressions on different events which help to decrease the size of the game. For example, less important mid frequency sounds have more compression to make them a smaller file size. You can find more information about AK Audio sound design studio at akaudio.com Thanks for watching. I'll see you soon.
  23. Please guide me?

    I want to pursue my career in game development . I don't know much how to start. Currently , I have knowledge of Java, C ,Python and little bit of javascript. Now I want to know the recommended learning path. I just want to start making simple games .Please recommend some learning too. Thanks
  24. 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.
  25. Playing with authentication in Go

    It’s almost 2am and I’m sleepy, but I wanted to write this down while it’s relatively fresh in my mind. I’ve been playing around with user authentication in Go. While actual user interaction is not the primary part of the simulation and will not be the focus in the Go rewrite as I said in my previous post, there will need to be a few basic actions that a user will take before leaving the rest of the simulation to do its thing. This is why I mentioned implementing a very basic CLI to interact with the simulation earlier. The user will basically just need to sign up, log in, set some basic options for their snail stable (like the stable name and location), capture a snail or two, and leave them to do their thing from there. It is kind of like norn Wolfling runs in Creatures 3 - you have to hatch some norns before you let nature take its course. Design differences from the PHP version The main difference from the way the concept of users is currently implemented in the PHP version of SnailLife is this: users will no longer be considered synonymous with owners. In the PHP version of SnailLife, users and owners are just one table - account details, moderator/BrainHub management access fields, and stable information are all stored in one location. In my opinion this isn’t the best approach. A user of the snail simulation will not neccessarily need to be an owner of a stable or of any snails. This is especially true considering I’m building this thing with multiple possible applications in mind. Approach I haven’t worked much with authentication systems before - the PHP version of the app made use of the authentication features that came with Laravel. So this is largely going to be a matter of trial and error. The commit with the rough first stage of this can be found here. Here are the highlights: For the Go rewrite I am thinking of using Auth0. I suspect I may need different auth approaches for web and cli authentication, and my first thought is to separate these into plugins. I have added a client type enum to the Application struct that is populated on app init. If the application is of type CLI, the CLI authentication plugin will be loaded. If it is of type Web, the web authentication plugin will be loaded (but I am only implementing the CLI version for now). The CLI plugin is built like this: go build -buildmode=plugin -o cli.so, and the authorizer then imports cli.so (or web.so, which is currently not built) The plugin could potentially have multiple possible providers, but right now I am only implementing Auth0 - each provider is to implement the Provider interface defined outside of the plugin in the auth package. I have added an auth.json to the conf directory (in gitignore of course), and also added a separate credentials generator for auth0 testing (also gitignored). So far I have a registration and login test implemented - the test generates a random username (email) and password each run to test registration and login. Authentication package structure is currently as follows: auth ├── authenticator.go ├── auth.go ├── cli │ ├── auth0 │ │ ├── auth0.go │ │ └── tests │ │ ├── auth0_test.go │ │ └── config_test.go │ ├── cli.go │ └── cli.so ├── provider.go └── web