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CSCE 552 Fall 2012. Language and Programming. By Jijun Tang. Methodologies: Code and Fix. Unfortunately very common Little or no planning Always reacting to events Poor quality and unreliability of finished product “Crunch” time normal. Methodologies: Waterfall.
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CSCE 552 Fall 2012 Language and Programming By Jijun Tang
Methodologies: Code and Fix • Unfortunately very common • Little or no planning • Always reacting to events • Poor quality and unreliability of finished product • “Crunch” time normal
Methodologies: Waterfall • Very well-defined steps in development • Lots of planning ahead of time • Great for creating a detailed milestone schedule • Doesn't react well to changes • Game development is too unpredictable for this approach
Methodologies: Iterative • Multiple development cycles during a single project • Each delivering a new set of functionality • Refinements are needed • The game could ship at any moment • Allows for planning but also for changes
Methodologies: Agile Methods • Deal with the unexpected • Very short iterations: 2-3 weeks • Iterate based on feedback of what was learned so far • Very good visibility of state of game • Difficult for publishers or even developers to adopt because it's relatively new
Languages • C/C++ • Java • Script: Flash, Python, LISP, etc. • C# • XNA for PC and Xbox
Choose a Scripting Languages • Consider whether you need one at all • What features do you need? • What kind of performance do you need? • What debugging facilities does the language have? • On what platforms does it need to run? • What resources and expertise are available?
Data Structures: Array • Elements are adjacent in memory (great cache consistency) • Requires continuous memory space • They never grow or get reallocated • Use dynamic incremental array concept • GCC has a remalloc function • In C++ there's no check for going out of bounds • Use vector if possible • Keep in mind of checking boundaries • Inserting and deleting elements in the middle is expensive
List • Very cheap to add/remove elements. • Available in the STL (std::list) • Every element is allocated separately, not placed contiguously in memory • Lots of little allocations • Bad cache awareness, but can use arrays to hold pre-allocated items • Single/Double linked list
Dictionaries • Maps a set of keys to some data. • std::map, std::hash, etc • Very fast access to data • Perfect for mapping IDs to pointers, or resource handles to objects • May waste space, need to design comparison operators
Others • Stacks • First in, last out • std::stack adaptor in STL • Queues • First in, first out • std::deque • Priority queue is useful in game to schedule events
Bit packing • Fold all necessary data into a smaller number of bits • Bool in C++ may use up to 4 bytes, thus is very expensive • Very useful for storing boolean flags: pack 32 in an integer • Possible to apply to numerical values if we can give up range or accuracy • Very low level trick • Use shifts to handle the operation or use assembly • Only use when absolutely necessary
Inheritance • Models “is-a” relationship • Extends behavior of existing classes by making minor changes • Do not overuse, if possible, use component systerm • UML diagram representing inheritance
Polymorphism • The ability to refer to an object through a reference (or pointer) of the type of a parent class • Key concept of object oriented design • C++ implements it using virtual functions
Multiple Inheritance • Allows a class to have more than one base class • Derived class adopts characteristics of all parent classes • Huge potential for problems (clashes, casting, dreaded diamond, etc) • Multiple inheritance of abstract interfaces is much less error prone (virtual inheritance) • Java has no multiple inheritance
Dreaded Diamond • It is an ambiguity that arises when two classes B and C inherit from A, and class D inherits from both B and C. • If a method in D calls a method defined in A (and does not override the method), and B and C have overridden that method differently, then from which class does it inherit: B, or C?
Component Systems • Component system organization
Object Factory • Creates objects by name • Pluggable factory allows for new object types to be registered at runtime • Extremely useful in game development for passing messages, creating new objects, loading games, or instantiating new content after game ships
Singleton • Implements a single instance of a class with global point of creation and access • For example, GUI • Don't overuse it!!!
Adapter • Convert the interface of a class into another interface clients expect. • Adapter lets classes work together that couldn't otherwise because of incompatible interfaces • Real interface
Observer • Allows objects to be notified of specific events with minimal coupling to the source of the event • Two parts • subject and observer
Composite • Allow a group of objects to be treated as a single object • Very useful for GUI elements, hierarchical objects, inventory systems, etc
Composite Pattern Example - I Add many more inherited classes
The Five StepDebugging Process 1. Reproduce the problem consistently 2. Collect clues 3. Pinpoint the error 4. Repair the problem 5. Test the solution
Expert Debugging Tips • Question assumptions • Minimize interactions and interference • Minimize randomness • Break complex calculations into steps • Check boundary conditions, use assertions • Disrupt parallel computations • Exploit tools in the debugger (VC is good, purify) • Check code that has recently changed • Explain the bug to someone else • Debug with a partner (A second pair of eyes) • Take a break from the problem • Get outside help (call people)
Overall Architecture • The code for modern games is highly complex • The Sims: 3 million lines of code • Xbox HD DVD player: 4.7 million lines • MS Train Simulator has 1GB installed, with only 10MB executable • With code bases exceeding a million lines of code, a well-defined architecture is essential
Overall Architecture • Main structure • Game-specific code • Game-engine code • Both types of code are often split into modules, which can be static libraries, DLLs, or just subdirectories
Overall Architecture • Architecture types • Ad-hoc (everything accesses everything) • Modular • DAG (directed acyclic graph) • Layered • Options for integrating tools into the architecture • Separate code bases (if there's no need to share functionality) • Partial use of game-engine functionality • Full integration
Overview: Initialization/Shutdown • The initialization step prepares everything that is necessary to start a part of the game • The shutdown step undoes everything the initialization step did, but in reverse order