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From: Pavel T. <sa...@ro...> - 2004-10-13 09:46:25
|
Hello, Could someone assist with choosing programm for managing project, stuff, time (deadlines, etc), etc. I have tried MS Project 2002, but seems like it's not working good for me with a lot of small tasks. So, are there any good alternatives for managing project (lot of small tasks for different persons, departments), to manage cooperation between departments (like, that tasks are dependable on another tasks). That are the main requirements for such programm. Also, what programm are you using for managing project? Thanks in advance. -- Best regards, Pavel Tumik mailto:sa...@ro... |
From: Richard F. <ra...@gm...> - 2004-10-13 09:24:46
|
i assume its not faster, but i personally think its better C++ (activley using these kinds of thing keeps your mind where it needs to be to think out better solutions to more complex problems) for example, I use ampersand suffixed return values for my container classes that implement operator[]. that way you can assign stuff to indexes. so really it just boils down to what you're comfortable with, with te caveat that maybe you should be comfortable with using cast to lvalue. On Tue, 12 Oct 2004 10:04:35 -0700, Dan Thompson <da...@ar...> wrote: > Is there any problem with: > > BufferPtr = (char*)BufferPtr + stride; > > ? Compiles for me... certainly easier to read than (char*&)BufferPtr. Is > one subtly faster than the in a way I'm not aware? > > -Dan > > > > > Richard Fabian wrote: > > >just add an ampersand to your cast to make it a reference pointer not > >just a pointer > > > >void *BufferPtr; > >unnsigned int stride=5; > >// should now compile > >(char*&)BufferPtr+=stride; > > > > > >On Tue, 12 Oct 2004 14:17:14 +0200, CAVEY GERARD <ger...@sg...> wrote: > > > > > >>Hi > >> > >>I have little question > >>It seems impossible to me to offset a void pointer with the += operator > >>can someone explain me why ? > >>I don t really understand the compiler here ... the left casting should > >>give him the memory unit size , right?Is left casting forbidden? > >> > >>void *BufferPtr; > >>unnsigned int stridde=5; > >>//doesnt compile ! > >>(char*)BufferPtr+=stride; > >>//will compile > >>BufferPtr=(char*)BufferPtr+stride; > >> > >>Thanks > >>GC. > >> > >>************************************************************************* > >>Ce message et toutes les pieces jointes (ci-apres le "message") sont > >>confidentiels et etablis a l'intention exclusive de ses destinataires. > >>Toute utilisation ou diffusion non autorisee est interdite. > >>Tout message electronique est susceptible d'alteration. > >>SG Asset Management et ses filiales declinent toute responsabilite au titre > >>de ce message s'il a ete altere, deforme ou falsifie. > >> > >>Decouvrez l'offre et les services de SG Asset Management sur le site > >>www.sgam.fr > >> > >> ******** > >> > >>This message and any attachments (the "message") are confidential and > >>intended solely for the addressees. > >>Any unauthorised use or dissemination is prohibited. > >>E-mails are susceptible to alteration. > >>Neither SG Asset Management nor any of its subsidiaries or affiliates shall > >>be liable for the message if altered, changed or falsified. > >> > >>************************************************************************* > >> > >>------------------------------------------------------- > >>This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > >>Use IT products in your business? Tell us what you think of them. Give us > >>Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > >>http://productguide.itmanagersjournal.com/guidepromo.tmpl > >>_______________________________________________ > >>Gamedevlists-general mailing list > >>Gam...@li... > >>https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > >>Archives: > >>http://sourceforge.net/mailarchive/forum.php?forum_id=557 > >> > >> > >> > > > > > >------------------------------------------------------- > >This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > >Use IT products in your business? Tell us what you think of them. Give us > >Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > >http://productguide.itmanagersjournal.com/guidepromo.tmpl > >_______________________________________________ > >Gamedevlists-general mailing list > >Gam...@li... > >https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > >Archives: > >http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > > > > > > > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Javier A. <ja...@py...> - 2004-10-13 08:13:43
|
This is what I posted on my own weblog: I almost stopped reading when Walter Kim states that "It's my belief that the problem of story and game fusion is part of a larger problem in videogame development: object-oriented programming". Thankfully, he quickly clarifies that he's trolling his way to make a point, and ends with "Production pragmatics are gratuitously dictating the course of design before any design work is even done." Which is dead on, of course. He doesn't offer much in the way of enlightment, but he provides a very useful point of view. Recommended reading. The emphasis on experience, emotion (and crying as the ultimate proof) and storytelling are quite fashionable. But, while important, I doubt they're really the crux of the problem. It's easy to say "many games have bad narrative" and "many games fail", and then establish a correlation. But no. Many successful games do not have a meaningful story. Not every game needs one, or even benefits from having one. (Minor pet peeve: Facade keeps being brought up as a significant example of sucessful game narrative - I do not even consider it a game!) Now, specific to your question: As long as games are considered "software development", it will always be a bit like that. To me that's like saying "moviemaking is carpentry" because you have to build the sets. But in all honesty, the biggest problem is the lack of experience and maturity of the creative, technical and production leads, as well as the craft itself which still doesn't have a solid cultural background (terminology as well as truly established methodology). Anyway I posted on the forum there as well. mike wuetherick wrote: > Seeing as it's pretty quiet around here lately, figured i'd post about > an interesting set of articles recently posted discussing Game Design > and the 'Big Picture'(tm): > > http://www.ludonauts.com/index.php/Developers:_Missing_the_'Whole'_Point > > Often it seems that most games are designed by dozens of individuals, > and end up feeling this way - basically completely fail in the 'big > picture' department... > > Any thoughts on the article? I personally agree with the author, in > that games are unique in that every single piece of the development > puzzle is, in fact 'a design decision', something that often has no > input or control by the designer...or so it seems this way in the > final product that is produced... > > Where in films, no matter how many hundreds of people were involved, > often you hear people discussing how 'every frame is perfect', and > how a film lives up to the directors' 'vision'... > > How do film's manage this when games often seem like there was no > 'vision' to begin with in the first place (whether this is true or not > is a different story)... -- Javier Arevalo Pyro Studios |
From: Dan T. <da...@ar...> - 2004-10-12 17:08:18
|
Is there any problem with: BufferPtr = (char*)BufferPtr + stride; ? Compiles for me... certainly easier to read than (char*&)BufferPtr. Is one subtly faster than the in a way I'm not aware? -Dan Richard Fabian wrote: >just add an ampersand to your cast to make it a reference pointer not >just a pointer > >void *BufferPtr; >unnsigned int stride=5; >// should now compile >(char*&)BufferPtr+=stride; > > >On Tue, 12 Oct 2004 14:17:14 +0200, CAVEY GERARD <ger...@sg...> wrote: > > >>Hi >> >>I have little question >>It seems impossible to me to offset a void pointer with the += operator >>can someone explain me why ? >>I don t really understand the compiler here ... the left casting should >>give him the memory unit size , right?Is left casting forbidden? >> >>void *BufferPtr; >>unnsigned int stridde=5; >>//doesnt compile ! >>(char*)BufferPtr+=stride; >>//will compile >>BufferPtr=(char*)BufferPtr+stride; >> >>Thanks >>GC. >> >>************************************************************************* >>Ce message et toutes les pieces jointes (ci-apres le "message") sont >>confidentiels et etablis a l'intention exclusive de ses destinataires. >>Toute utilisation ou diffusion non autorisee est interdite. >>Tout message electronique est susceptible d'alteration. >>SG Asset Management et ses filiales declinent toute responsabilite au titre >>de ce message s'il a ete altere, deforme ou falsifie. >> >>Decouvrez l'offre et les services de SG Asset Management sur le site >>www.sgam.fr >> >> ******** >> >>This message and any attachments (the "message") are confidential and >>intended solely for the addressees. >>Any unauthorised use or dissemination is prohibited. >>E-mails are susceptible to alteration. >>Neither SG Asset Management nor any of its subsidiaries or affiliates shall >>be liable for the message if altered, changed or falsified. >> >>************************************************************************* >> >>------------------------------------------------------- >>This SF.net email is sponsored by: IT Product Guide on ITManagersJournal >>Use IT products in your business? Tell us what you think of them. Give us >>Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more >>http://productguide.itmanagersjournal.com/guidepromo.tmpl >>_______________________________________________ >>Gamedevlists-general mailing list >>Gam...@li... >>https://lists.sourceforge.net/lists/listinfo/gamedevlists-general >>Archives: >>http://sourceforge.net/mailarchive/forum.php?forum_id=557 >> >> >> > > >------------------------------------------------------- >This SF.net email is sponsored by: IT Product Guide on ITManagersJournal >Use IT products in your business? Tell us what you think of them. Give us >Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more >http://productguide.itmanagersjournal.com/guidepromo.tmpl >_______________________________________________ >Gamedevlists-general mailing list >Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-general >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > > > |
From: Richard F. <ra...@gm...> - 2004-10-12 15:33:37
|
just add an ampersand to your cast to make it a reference pointer not just a pointer void *BufferPtr; unnsigned int stride=5; // should now compile (char*&)BufferPtr+=stride; On Tue, 12 Oct 2004 14:17:14 +0200, CAVEY GERARD <ger...@sg...> wrote: > Hi > > I have little question > It seems impossible to me to offset a void pointer with the += operator > can someone explain me why ? > I don t really understand the compiler here ... the left casting should > give him the memory unit size , right?Is left casting forbidden? > > void *BufferPtr; > unnsigned int stridde=5; > //doesnt compile ! > (char*)BufferPtr+=stride; > //will compile > BufferPtr=(char*)BufferPtr+stride; > > Thanks > GC. > > ************************************************************************* > Ce message et toutes les pieces jointes (ci-apres le "message") sont > confidentiels et etablis a l'intention exclusive de ses destinataires. > Toute utilisation ou diffusion non autorisee est interdite. > Tout message electronique est susceptible d'alteration. > SG Asset Management et ses filiales declinent toute responsabilite au titre > de ce message s'il a ete altere, deforme ou falsifie. > > Decouvrez l'offre et les services de SG Asset Management sur le site > www.sgam.fr > > ******** > > This message and any attachments (the "message") are confidential and > intended solely for the addressees. > Any unauthorised use or dissemination is prohibited. > E-mails are susceptible to alteration. > Neither SG Asset Management nor any of its subsidiaries or affiliates shall > be liable for the message if altered, changed or falsified. > > ************************************************************************* > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Jorrit T. <jor...@uz...> - 2004-10-12 13:54:41
|
CAVEY GERARD wrote: >Hi > >I have little question >It seems impossible to me to offset a void pointer with the += operator >can someone explain me why ? >I don t really understand the compiler here ... the left casting should >give him the memory unit size , right?Is left casting forbidden? > >void *BufferPtr; >unnsigned int stridde=5; >//doesnt compile ! >(char*)BufferPtr+=stride; >//will compile >BufferPtr=(char*)BufferPtr+stride; > > Indeed, the cast operator is not an lvalue. So you cannot use it on the left side of an '=' like that. Greetings, |
From: Aaron D. <ri...@in...> - 2004-10-12 13:46:38
|
The cast has the same precedence as other unary operators. http://web.ics.purdue.edu/~cs240/misc/operators.html In no specific order: ++ -- + - ! ~ & * (type_name) sizeof new delete On Tue, 12 Oct 2004 10:17 pm, CAVEY GERARD wrote: > Hi > > I have little question > It seems impossible to me to offset a void pointer with the += operator > can someone explain me why ? > I don t really understand the compiler here ... the left casting should > give him the memory unit size , right?Is left casting forbidden? > > void *BufferPtr; > unnsigned int stridde=5; > //doesnt compile ! > (char*)BufferPtr+=stride; > //will compile > BufferPtr=(char*)BufferPtr+stride; > > Thanks > GC. > > > ************************************************************************* > Ce message et toutes les pieces jointes (ci-apres le "message") sont > confidentiels et etablis a l'intention exclusive de ses destinataires. > Toute utilisation ou diffusion non autorisee est interdite. > Tout message electronique est susceptible d'alteration. > SG Asset Management et ses filiales declinent toute responsabilite au titre > de ce message s'il a ete altere, deforme ou falsifie. > > Decouvrez l'offre et les services de SG Asset Management sur le site > www.sgam.fr > > ******** > > This message and any attachments (the "message") are confidential and > intended solely for the addressees. > Any unauthorised use or dissemination is prohibited. > E-mails are susceptible to alteration. > Neither SG Asset Management nor any of its subsidiaries or affiliates shall > be liable for the message if altered, changed or falsified. > > ************************************************************************* > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 -- - Aaron "Today's mighty oak is just yesterday's nut that held its ground." |
From: CAVEY G. <GER...@sg...> - 2004-10-12 12:16:07
|
Hi I have little question It seems impossible to me to offset a void pointer with the += operator can someone explain me why ? I don t really understand the compiler here ... the left casting should give him the memory unit size , right?Is left casting forbidden? void *BufferPtr; unnsigned int stridde=5; //doesnt compile ! (char*)BufferPtr+=stride; //will compile BufferPtr=(char*)BufferPtr+stride; Thanks GC. ************************************************************************* Ce message et toutes les pieces jointes (ci-apres le "message") sont confidentiels et etablis a l'intention exclusive de ses destinataires. Toute utilisation ou diffusion non autorisee est interdite. Tout message electronique est susceptible d'alteration. SG Asset Management et ses filiales declinent toute responsabilite au titre de ce message s'il a ete altere, deforme ou falsifie. Decouvrez l'offre et les services de SG Asset Management sur le site www.sgam.fr ******** This message and any attachments (the "message") are confidential and intended solely for the addressees. Any unauthorised use or dissemination is prohibited. E-mails are susceptible to alteration. Neither SG Asset Management nor any of its subsidiaries or affiliates shall be liable for the message if altered, changed or falsified. ************************************************************************* |
From: Jamie F. <ja...@qu...> - 2004-10-11 10:04:11
|
It's not entirely true, of course. I'm sure your average film director doesn't go to the camera manufacturers and tell them how to build a camera. It's all about finding the right boundaries between skill sets. We're getting there, slowly.... Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Brian Hook Sent: 10 October 2004 15:51 To: gam...@li... Subject: Re: [GD-General] Missing the 'Big Picture' > How do film's manage this when games often seem like there was no > 'vision' to begin with in the first place (whether this is true or > not is a different story)... Cultural differences, which will erode over time. In a movie, there is NO question that the director is charge. The actors, set designers, script writers, ALL respond to the director except in very anomalous situations (e.g. a star driven movie where the star has considerable weight with the studio). In games, no such similar structure happens. Fiefdoms and personal domains are far more common, and rarely does anyone have the authority to quash that. As games become more assembly-line oriented, this will naturally diminish. Budgets and teams are becoming far too big for the ad-hoc method of game design to work much longer. Some companies, such as EA, are getting this process down very well, much to the ire of the individual contributors. In Japan it's already this way to a large degree, e.g. the situations where Kojima or Suzuki are clearly the defining visionaries for their products, and everyone else is there primarily to assist, not to have their own miniature visions of how things need to get done. Brian ------------------------------------------------------- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 |
From: Brian H. <ho...@bo...> - 2004-10-10 14:51:22
|
> How do film's manage this when games often seem like there was no > 'vision' to begin with in the first place (whether this is true or > not is a different story)... Cultural differences, which will erode over time. In a movie, there is NO question that the director is charge. The actors, set designers, script writers, ALL respond to the director except in very anomalous situations (e.g. a star driven movie where the star has considerable weight with the studio). In games, no such similar structure happens. Fiefdoms and personal domains are far more common, and rarely does anyone have the authority to quash that. As games become more assembly-line oriented, this will naturally diminish. Budgets and teams are becoming far too big for the ad-hoc method of game design to work much longer. Some companies, such as EA, are getting this process down very well, much to the ire of the individual contributors. In Japan it's already this way to a large degree, e.g. the situations where Kojima or Suzuki are clearly the defining visionaries for their products, and everyone else is there primarily to assist, not to have their own miniature visions of how things need to get done. Brian |
From: mike w. <mi...@ge...> - 2004-10-10 06:59:17
|
Seeing as it's pretty quiet around here lately, figured i'd post about an interesting set of articles recently posted discussing Game Design and the 'Big Picture'(tm): http://www.ludonauts.com/index.php/Developers:_Missing_the_'Whole'_Point Often it seems that most games are designed by dozens of individuals, and end up feeling this way - basically completely fail in the 'big picture' department... Any thoughts on the article? I personally agree with the author, in that games are unique in that every single piece of the development puzzle is, in fact 'a design decision', something that often has no input or control by the designer...or so it seems this way in the final product that is produced... Where in films, no matter how many hundreds of people were involved, often you hear people discussing how 'every frame is perfect', and how a film lives up to the directors' 'vision'... How do film's manage this when games often seem like there was no 'vision' to begin with in the first place (whether this is true or not is a different story)... Cheers Mike Wuetherick |
From: Javier A. <ja...@py...> - 2004-09-30 17:35:37
|
Noel Llopis wrote: > Is anybody making games with 56K modems in mind anymore? But the game we're talking about is 1998's Half Life, which many people played over modem lines. The requirements have increased with voice and whatnot, but still... -- Javier Arevalo Pyro Studios |
From: Andrew G. <ag...@cl...> - 2004-09-30 14:43:29
|
Narrowband still has a pretty substantial share in parts of the US. For example the split with PS2 online users six months ago was around 50/50, according to people at SCEA. Andy -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Noel Llopis Sent: 30 September 2004 15:17 To: gam...@li... Subject: Re: [GD-General] Bandwidth On Wednesday 29 September 2004 03:22 am, Javier Arevalo wrote: > At 50kb/s (6.25Kbytes/s), a 56K modem > would barely be enough to let someone connect to a server. Is anybody making games with 56K modems in mind anymore? I thought even the crappiest of broadband connections was assumed these days for most online games. --Noel Games from Within http://www.gamesfromwithin.com ------------------------------------------------------- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Noel L. <nl...@co...> - 2004-09-30 14:17:33
|
On Wednesday 29 September 2004 03:22 am, Javier Arevalo wrote: > At 50kb/s (6.25Kbytes/s), a 56K modem > would barely be enough to let someone connect to a server. Is anybody making games with 56K modems in mind anymore? I thought even the crappiest of broadband connections was assumed these days for most online games. --Noel Games from Within http://www.gamesfromwithin.com |
From: Noel L. <nl...@co...> - 2004-09-30 14:13:57
|
On Wednesday 29 September 2004 08:46 pm, Jason Bay wrote: > I'm very curious to explore how (or whether) the XP-stoked unit test > paradigm can work in games. I recommend you try asking in the sweng-gamedev mailing list. You're more likely to get many more answers there. Even looking through the archives, I think the topic has come up before (not for a while though). http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > Are any of you are using automated unit tests > in your game engine? If so, do you have any suggestions to help me along? Yes, I'm a big fan of unit tests. A few years ago, I started writing unit tests after the implementation for some low-level subsystems, like math operations and such. It was somewhat useful, but I don't think the effort particularly paid off (especially not for a math library that never changed). About a couple of years ago, I started doing TDD (test-driven development: http://c2.com/cgi/wiki?TestDrivenDevelopment) for some low and mid level subsystems of the game engine. The difference was night and day. Not only did TDD create much better unit tests with much better coverage, but the most important thing is that it caused the design of the program itself to be different than what it would have been if I had started coding it first. Personally, I am totally sold on the idea of TDD. I'm convinced that the quality of a codebase is directly proportional to how easy it is to refactor. If you ever decide not to do something because of what it might break, then you're in trouble. Doing TDD is the easiest way to make sure you can continuously refactor your codebase. In the next few months we're going to roll out full TDD here at Sammy Studios, so it'll be interesting to see how it works out for a full game engine with the whole team on board. > Can you point me at any printed or online resources about unit testing that > would apply to real time games? There isn't much that is unique about games. Unit tests deal with small bits of functionality (single classes) in as much isolation as possible. For high-level functionality, you need to rely on existing tests for the low level code and just test the new functionality you're adding. If you designed things correctly, you should be able to test all you want almost in full isolation just by creating a few objects on the stack and interacting with them (if you find yourself creating new levels in the editor, then you're doing functional tests, not unit tests). If you haven't already, make sure you pick up the book "Test Driven Development" by Kent Beck, just so you're comfortable with the idea of mock objects and how to do TDD in general. At the beginning it might seem hard, but it soon becomes second nature if you keep at it. --Noel Games from Within http://www.gamesfromwithin.com |
From: Hutchison, B. <Ben...@se...> - 2004-09-30 06:37:44
|
ad...@li...] On Behalf Of > Jason Bay > Subject: [GD-General] Unit tests in a game engine >=0D > I'm very curious to explore how (or whether) the XP-stoked unit test > paradigm can work in games. Are any of you are using automated unit tests > in > your game engine?=0D I have been using unit tests in "game-like" simulation software written in Java that has user interface, using JUnit. I'm happy with the result. Note that I wrote the tests as I wrote the software, not added them later, and this makes things *much* easier. If so, do you have any suggestions to help me along? Can > you point me at any printed or online resources about unit testing that > would apply to real time games? My experience has been that writing units tests is very hard when you start, in any domain, and you just have to keep trying, incrementally, to get better at testing (and writing test-able code). In terms of refs, for starters, Martin Fowler's book and online articles have been a vital guide for me. The single best piece of advice I've heard recently re: testing is "Every time you discover/fix a bug, write a unit test to detect the buggy behaviour". Stop the bug re-surfacing, but also tends to reveal error-prone parts of your system as a side effect.=0D And I'll just restate the essential idea of a test. Start with a system in a known, static state. Perform one or few test-controlled operations on that system. Manually work out what the expected correct post-state is (which can involve pen, paper and calculator), and then assert the system is in that state. >=0D > I've been making a concerted effort lately to work some small automated > tests into our game engine code to do simple things like checking for > alignment of related tables, checking math-related functions, etc. So far, > it's been limited to a group of special test functions that get run when > the > game is launched, and which will assert if anything goes wrong. >=0D > But I'm at a loss as to how go about constructing unit tests for most of > the > game functions, such as menu navigation, interacting with AI, etc. It > seems > like this would require me to write some kind of module to simulate user > input (cursor moves, button presses, etc.) and I'm not sure how I could > possibly write something that could come close to simulating the input > patterns of a human. Plus, I'm writing for resource-limited handheld > consoles (currently the Nintendo GBA and DS), so I can't really use a > separate app to poke at my game while it's running, as I might be able to > do > on a PC. You are probably experiencing the difficulty of retrofitting tests to code. I don't test my UI much, but I do test AI, movement and the like during play, by making the same code calls that the UI does. I firmly think that is the best approach. It sounds likes there some tight coupling, or even interweaving, between you UI "view" and your game "model", that might prevent you doing this. I do test small pieces of my system in a stripped down mode. Unless the scope of the test is small, I have canned micro-levels that are really small and simple that I can test unit actions or AI in. But I think testing pieces is hard if you wrote the code first; I changed my design a lot to accommodate easy unit testing. One of the hardest problems I had was testing things involving randomness from random generators. After much wrangling, I settled on a preferred approach of substituting in "Mock Randomizers", which were hard coded to produce a certain output value or pattern. Then I'd work out what the code should do in response to those numbers (time-consuming), and assert my expectations in the test. I write my tests soon after first version a class, and update them if I add major new functions, or if I later find a bug in the class (following my earlier rule). My tests often fail, and I don't move on til they pass. Sometimes it takes a week to get a class working that took a day to write. The payback for all this work comes when you put everything together as a full simulator. It just works! Not quite, but I have found noticeably few bugs while actually running my sim.=0D Finally, if you want to have a really positive unit testing experience, it's more likely to happen when you build your tests into new code. That is, when you next start a project, or even a new subsystem or component, write a test on your first day, even if trivial, and stick to the habit throughout its development. Regards Ben Hutchison www.sensis.com.au A leading Australian advertising, information=0D and directories business.=0D www.yellowpages.com.au www.whitepages.com.au www.citysearch.com.au www.whereis.com.au www.telstra.com.au www.tradingpost.com.au This email and any attachments are intended only for the use of the= recipient and may be confidential and/or legally privileged. Sensis Pty Ltd disclaims liability for any errors, omissions, viruses, loss= and/or damage arising from using, opening or transmitting this email. 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From: Jason B. <bay...@ho...> - 2004-09-30 03:59:35
|
I'm very curious to explore how (or whether) the XP-stoked unit test paradigm can work in games. Are any of you are using automated unit tests in your game engine? If so, do you have any suggestions to help me along? Can you point me at any printed or online resources about unit testing that would apply to real time games? I've been making a concerted effort lately to work some small automated tests into our game engine code to do simple things like checking for alignment of related tables, checking math-related functions, etc. So far, it's been limited to a group of special test functions that get run when the game is launched, and which will assert if anything goes wrong. But I'm at a loss as to how go about constructing unit tests for most of the game functions, such as menu navigation, interacting with AI, etc. It seems like this would require me to write some kind of module to simulate user input (cursor moves, button presses, etc.) and I'm not sure how I could possibly write something that could come close to simulating the input patterns of a human. Plus, I'm writing for resource-limited handheld consoles (currently the Nintendo GBA and DS), so I can't really use a separate app to poke at my game while it's running, as I might be able to do on a PC. If you have any suggestions, anecdotes, or resources, I'd love to hear them. Jason Bay Griptonite Games |
From: mike w. <mi...@ge...> - 2004-09-29 23:50:23
|
They surprised us as well, and the costs involved made us basically leave the 'game server hosting' business - the only way it was financially feasible (as far as we could see based on the bandwidth we saw going out of our servers) was to have a LOT of game servers (thus being able to get better/cheaper bandwidth rates). I think the bandwidth per player was more around the range of 32 kb/s per player for half-life until they added voice support, which added an extra 10-20 kb/s per player. BF-based games were definitely much higher. Btw, considering that people on modems are barely able to play modern games online, i wouldn't expect them to be able to host any kind of server, let alone anything close to what our servers on 100 Meg pipes could do. I mentioned cable/dsl usage based on what we found here in Vancouver Canada - we initially ran a single CS server based on a Shaw-cable modem, and found that it would barf out at between 12-16 players, we moved to a T1 line and found that it would support a single server up to about 20 players or so before it would barf out and then we moved to a 100 Meg coloc (which allowed us to finally use the machines to what they were able to, got 4-5 CS servers on a machine, 1 Natural Selection server per machine (extremely server-processor intensive). The bandwidth usage seemed fairly consistent across the various pipes we plugged the servers into. The LAN game server options for HL/BF were completely seperate types of servers (as far as the game-launching goes), these were entirely 'internet' servers as far as the game in concerned, but i'm not sure if the game itself handles the network bandwidth differently, or just handles the server browsing and game launching differently (ie only looking on the local network for servers, NOT calling home over the net to authenticate, etc). Again, this is just my experience based on the servers that we ran. Cheers Mike W www.gekidodesigns.com Javier Arevalo wrote: > mike wuetherick wrote: > >> after monitoring and calculations, we found that a default half-life >> (version 1) server is about 50 kb/s per player pretty much straight up >> to the max players, you can run about 12 players on a standard >> cable/dsl before you max out and start seeing lag. >> >> as another example, battlefield 1942 used almost twice the bandwidth >> per player, upwards of 100 kb/s per player... > > > Wow, those numbers sound awfully high. Your "Standard DSL" outbound > speed is *6* times what I have at home. :) At 50kb/s (6.25Kbytes/s), a > 56K modem would barely be enough to let someone connect to a server. > > Maybe those numbers were measured using a heavier "LAN performance" > option? (Not sure if those games support that, just wondering). > |
From: Harlan B. <hb...@fa...> - 2004-09-29 20:48:16
|
Hi everyone, I'm new to the list, but have experience coding games and networking (especially networking code). My question for the group is this: what features would be useful to gamers/game servers in an ADVANCED NETWORK PROCESSING Network Card (NIC)? Would TCP/IP Offload be of benefit? (my thought is not much, since most games are UDP)... What about a UDP/IP Offload engine? (for example:) what if all it did was hardware support for IP REASSEMBLY? Any other ideas for features in such a product? e.g. what do gamers want in a networking card? Also, I'm trying to reach a contact or two at a MMORPG and/or network game dev. company to ask them this question as well. Thanks, Harlan |
From: Javier A. <ja...@py...> - 2004-09-29 10:10:48
|
mike wuetherick wrote: > after monitoring and calculations, we found that a default half-life > (version 1) server is about 50 kb/s per player pretty much straight up > to the max players, you can run about 12 players on a standard > cable/dsl before you max out and start seeing lag. > > as another example, battlefield 1942 used almost twice the bandwidth > per player, upwards of 100 kb/s per player... Wow, those numbers sound awfully high. Your "Standard DSL" outbound speed is *6* times what I have at home. :) At 50kb/s (6.25Kbytes/s), a 56K modem would barely be enough to let someone connect to a server. Maybe those numbers were measured using a heavier "LAN performance" option? (Not sure if those games support that, just wondering). -- Javier Arevalo Pyro Studios |
From: mike w. <mi...@ge...> - 2004-09-29 09:36:38
|
i've done quite a bit of hosting of game servers over the past few years, and have found that it very much depended on the game engine and even the mod for the game engine, so i don't think you can really get any kind of useful information from just asking a generic 'how much does your game use' question. after monitoring and calculations, we found that a default half-life (version 1) server is about 50 kb/s per player pretty much straight up to the max players, you can run about 12 players on a standard cable/dsl before you max out and start seeing lag. as another example, battlefield 1942 used almost twice the bandwidth per player, upwards of 100 kb/s per player... mike w www.gekidodesigns.com Brett Bibby wrote: > Can anyone with a _shipped_ network-enabled (WAN, not LAN) title comment > on how much bandwidth is used for your game? I'm trying to understand > the network bandwidth needs for a variety of game types, so the game > type (name is even better if you can disclose) and the bits/bytes per > second throughput would be appreciated. > > I have done a lot of googling and it seems there is a big difference > between the games that shipped and those that are in development in > terms of usage, so I'm hoping to limit the information to actually > shipped titles and real-world numbers. > > Thank you. > Brett > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > |
From: Jacob T. \(C. D. Ltd\) <Ja...@Co...> - 2004-09-29 08:03:35
|
GDI++ is good for this sort of thing. It has some nice options (special effects) that can be used when "printing" the glyphs into an image. Jake -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Dr Andrew Perella Sent: 28 September 2004 11:19 To: gam...@li... Subject: RE: [GD-General] Fonts Thanks Kent, We have someting that does this already actually - its almost identical. I was really hoping for something that could add extra effects such as variable width outlining, shadowing etc. I't looks like I will have to roll my own here. Cheers, Andrew > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Kent Quirk > Sent: 28 September 2004 03:08 > To: gam...@li... > Subject: Re: [GD-General] Fonts > > > It so happens that I came across this today: > > http://www.fluidstudios.com/ > > See FontGen at the bottom of the page. I haven't used it yet, but > it looks > interesting. It might approach your needs. > > Kent > > > At 10:26 AM 9/23/2004, you wrote: > >I would like to make InGame font bitmaps + spacing info etc from standard > >fonts with effects applied - eg with added drop > shadows,outlines... whatever > >burned into them. Does anyone have any suggestions as to do how > to do this > >in an easy way? Ideally if we could use the photoshop fonts > support it would > >be great. > >Cheers, > >Andrew > > ---- > Kent Quirk > CTO, CogniToy > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 > > _____________________________________________________________________ > This e-mail is confidential and may be privileged. It may be > read, copied and used only by the intended recipient. No > communication sent by e-mail to or from Eutechnyx is intended to > give rise to contractual or other legal liability, apart from > liability which cannot be excluded under English law. > > This message has been checked for all known viruses by Star > Internet delivered through the MessageLabs Virus Control Centre. > > www.eutechnyx.com Eutechnyx Limited. Registered in England No: 2172322 _____________________________________________________________________ This e-mail is confidential and may be privileged. It may be read, copied and used only by the intended recipient. No communication sent by e-mail to or from Eutechnyx is intended to give rise to contractual or other legal liability, apart from liability which cannot be excluded under English law.=20 This message has been checked for all known viruses by Star Internet delivered through the MessageLabs Virus Control Centre.=20 www.eutechnyx.com Eutechnyx Limited. Registered in England No: 2172322 ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Dr A. P. <aj...@eu...> - 2004-09-28 10:19:56
|
Thanks Kent, We have someting that does this already actually - its almost identical. I was really hoping for something that could add extra effects such as variable width outlining, shadowing etc. I't looks like I will have to roll my own here. Cheers, Andrew > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Kent Quirk > Sent: 28 September 2004 03:08 > To: gam...@li... > Subject: Re: [GD-General] Fonts > > > It so happens that I came across this today: > > http://www.fluidstudios.com/ > > See FontGen at the bottom of the page. I haven't used it yet, but > it looks > interesting. It might approach your needs. > > Kent > > > At 10:26 AM 9/23/2004, you wrote: > >I would like to make InGame font bitmaps + spacing info etc from standard > >fonts with effects applied - eg with added drop > shadows,outlines... whatever > >burned into them. Does anyone have any suggestions as to do how > to do this > >in an easy way? Ideally if we could use the photoshop fonts > support it would > >be great. > >Cheers, > >Andrew > > ---- > Kent Quirk > CTO, CogniToy > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > _____________________________________________________________________ > This e-mail is confidential and may be privileged. It may be > read, copied and used only by the intended recipient. No > communication sent by e-mail to or from Eutechnyx is intended to > give rise to contractual or other legal liability, apart from > liability which cannot be excluded under English law. > > This message has been checked for all known viruses by Star > Internet delivered through the MessageLabs Virus Control Centre. > > www.eutechnyx.com Eutechnyx Limited. Registered in England No: 2172322 _____________________________________________________________________ This e-mail is confidential and may be privileged. It may be read, copied and used only by the intended recipient. No communication sent by e-mail to or from Eutechnyx is intended to give rise to contractual or other legal liability, apart from liability which cannot be excluded under English law. This message has been checked for all known viruses by Star Internet delivered through the MessageLabs Virus Control Centre. www.eutechnyx.com Eutechnyx Limited. Registered in England No: 2172322 |
From: Kent Q. <ken...@co...> - 2004-09-28 02:09:32
|
It so happens that I came across this today: http://www.fluidstudios.com/ See FontGen at the bottom of the page. I haven't used it yet, but it looks interesting. It might approach your needs. Kent At 10:26 AM 9/23/2004, you wrote: >I would like to make InGame font bitmaps + spacing info etc from standard >fonts with effects applied - eg with added drop shadows,outlines... whatever >burned into them. Does anyone have any suggestions as to do how to do this >in an easy way? Ideally if we could use the photoshop fonts support it would >be great. >Cheers, >Andrew ---- Kent Quirk CTO, CogniToy |
From: Sam M. <sa...@of...> - 2004-09-28 01:34:00
|
Savage (FPS / RTS hybrid, www.s2games.com) uses anywhere from 1k-10k per second per player, depending on how many other players are in the game and the bandwidth settings for each player (a player using 56k settings won't use more than 5k/sec). I was pretty happy with how efficient the network code turned out to be. Even in a 64 player game each player only consumes around 4k-6k per second on average, which is pretty good for an FPS. Still, to support that you need a pretty beefy server connection. FPSs generally require the highest amount of bandwidth of any genre, so if you're not developing one, you probably shouldn't use this as a benchmark. Sam McGrath www.offsetsoftware.com ----- Original Message ----- From: "Brett Bibby" <res...@ga...> To: <Gam...@li...> Sent: Monday, September 20, 2004 5:12 PM Subject: [GD-General] Bandwidth > Can anyone with a _shipped_ network-enabled (WAN, not LAN) title comment > on how much bandwidth is used for your game? I'm trying to understand the > network bandwidth needs for a variety of game types, so the game type > (name is even better if you can disclose) and the bits/bytes per second > throughput would be appreciated. > > I have done a lot of googling and it seems there is a big difference > between the games that shipped and those that are in development in terms > of usage, so I'm hoping to limit the information to actually shipped > titles and real-world numbers. > > Thank you. > Brett > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 |