Chapter 5 of the lecture Game Programming taught at HAW Hamburg.
Introduction to continuous integration, API documentation generation, analytics, static code analysis and crash dump analysis.
Scrum - but... Agile Game Development in Small TeamsNick Pruehs
The document discusses Scrum, an agile framework for managing product development. It describes Scrum roles like the Product Owner, Development Team, and Scrum Master. The Scrum process involves sprints, daily stand-ups, sprint planning and reviews. It also introduces an example game development team called Astro City working with Scrum.
This document discusses challenges in game development based on Nick Prühs' experience. It covers the diversity of game types and roles involved in development. It also discusses art pipelines, game engines, physics examples, and lessons learned from developing the "Campus Buddies" social game. Key lessons include expecting API changes, using existing solutions, making testing and deployment easy, mocking network interactions, standardizing code style, using a feature-based project structure, prioritizing collaboration, listening to players, implementing tutorials, considering 2D animation, and addressing challenges with localization.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
Game Programming 06 - Automated TestingNick Pruehs
Chapter 6 of the lecture Game Programming taught at HAW Hamburg.
Introduction to unit testing, integration testing, mocking and test-driven development in games.
When developing games, each and every one of us should strive for perfection. At my desk, I have put up a sign saying “What would Blizzard do?” This talk is about motivation, excitement and learning how to dissect other games in order to learn from each other.
Scrum - but... Agile Game Development in Small TeamsNick Pruehs
The document discusses Scrum, an agile framework for managing product development. It describes Scrum roles like the Product Owner, Development Team, and Scrum Master. The Scrum process involves sprints, daily stand-ups, sprint planning and reviews. It also introduces an example game development team called Astro City working with Scrum.
This document discusses challenges in game development based on Nick Prühs' experience. It covers the diversity of game types and roles involved in development. It also discusses art pipelines, game engines, physics examples, and lessons learned from developing the "Campus Buddies" social game. Key lessons include expecting API changes, using existing solutions, making testing and deployment easy, mocking network interactions, standardizing code style, using a feature-based project structure, prioritizing collaboration, listening to players, implementing tutorials, considering 2D animation, and addressing challenges with localization.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
Game Programming 06 - Automated TestingNick Pruehs
Chapter 6 of the lecture Game Programming taught at HAW Hamburg.
Introduction to unit testing, integration testing, mocking and test-driven development in games.
When developing games, each and every one of us should strive for perfection. At my desk, I have put up a sign saying “What would Blizzard do?” This talk is about motivation, excitement and learning how to dissect other games in order to learn from each other.
This document discusses component-based entity systems for game development. It describes the disadvantages of inheritance-based models, including deep class hierarchies that are difficult to develop, maintain and extend. It then introduces an aggregation-based approach using entities composed of independent components. This approach favors composition over inheritance and improves extensibility. Finally, it describes entity system architectures where components contain data and systems contain logic, improving performance, serialization and other capabilities. Overall it advocates for entity systems as an easier way to build, maintain and extend game object models.
Game Programming AI
This document discusses behavior trees, an approach to game AI architecture. Behavior trees split AI decision logic from actions and organize them into a directed tree structure. The root node executes logic which reports back as success, running, or failure. This passes control to child nodes. Key nodes include sequences which run children in order until failure, and selectors which run the first successful child. Behavior trees are modular, reusable, and can be data-driven to design AI visually without code. They have been successfully used in many games due to their flexibility and performance.
Game Programming 04 - Style & Design PrinciplesNick Pruehs
Chapter 4 of the lecture Game Programming taught at HAW Hamburg.
Introduction to naming conventions, type and member design, exception design and common .NET interfaces.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, debugging, physics, and anti-aliasing among others.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, lighting, and anti-aliasing among others.
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Neutron is one of the most important and challenging OpenStack projects. Getting started as a Neutron contributor will put you at the center of the OpenStack revolution. In this session you will get an overview of the Neutron architecture and the tools (Git, Gerrit, Launchpad, Jenkins) you'll need to know to start contributing. We will also walk you through the development process from new feature proposal, to coding best practices, to change testing before submitting, and finally how to handle the review process and community interaction. By the end, you will be ready to start hacking on Neutron.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
Game Programming 02 - Component-Based Entity SystemsNick Pruehs
The document discusses component-based entity systems for building game object models. It outlines some drawbacks of inheritance-based approaches, such as deep class hierarchies leading to call order issues. It then introduces an aggregation-based approach using entities, components, and systems. Entities are simple IDs, with all data and logic contained in independent, reusable components. Systems operate on components to implement game functionality without coupling. This approach has advantages like easy extensibility and multi-threading. Blueprints and attribute tables are discussed as ways to configure entities using components and data at runtime.
This document discusses component-based entity systems for game development. It describes the disadvantages of inheritance-based models, including deep class hierarchies that are difficult to develop, maintain and extend. It then introduces an aggregation-based approach using entities composed of independent components. This approach favors composition over inheritance and improves extensibility. Finally, it describes entity system architectures where components contain data and systems contain logic, improving performance, serialization and other capabilities. Overall it advocates for entity systems as an easier way to build, maintain and extend game object models.
Game Programming AI
This document discusses behavior trees, an approach to game AI architecture. Behavior trees split AI decision logic from actions and organize them into a directed tree structure. The root node executes logic which reports back as success, running, or failure. This passes control to child nodes. Key nodes include sequences which run children in order until failure, and selectors which run the first successful child. Behavior trees are modular, reusable, and can be data-driven to design AI visually without code. They have been successfully used in many games due to their flexibility and performance.
Game Programming 04 - Style & Design PrinciplesNick Pruehs
Chapter 4 of the lecture Game Programming taught at HAW Hamburg.
Introduction to naming conventions, type and member design, exception design and common .NET interfaces.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, debugging, physics, and anti-aliasing among others.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, lighting, and anti-aliasing among others.
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
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Neutron is one of the most important and challenging OpenStack projects. Getting started as a Neutron contributor will put you at the center of the OpenStack revolution. In this session you will get an overview of the Neutron architecture and the tools (Git, Gerrit, Launchpad, Jenkins) you'll need to know to start contributing. We will also walk you through the development process from new feature proposal, to coding best practices, to change testing before submitting, and finally how to handle the review process and community interaction. By the end, you will be ready to start hacking on Neutron.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
Game Programming 02 - Component-Based Entity SystemsNick Pruehs
The document discusses component-based entity systems for building game object models. It outlines some drawbacks of inheritance-based approaches, such as deep class hierarchies leading to call order issues. It then introduces an aggregation-based approach using entities, components, and systems. Entities are simple IDs, with all data and logic contained in independent, reusable components. Systems operate on components to implement game functionality without coupling. This approach has advantages like easy extensibility and multi-threading. Blueprints and attribute tables are discussed as ways to configure entities using components and data at runtime.
Chapter 11 of the lecture Game Programming taught at HAW Hamburg.
Introduction to kinematics and dynamics, numerical integration, rigid bodies, collision detection and resolving.
The design and rules of games constantly change during development, invalidating your carefully engineered software from day to day. Entity systems are a great approach for getting rid of the many drawbacks of inheritance-based game models like the “diamond of death”, moving on to a much more flexible aggregation-based model which has been popular since Gas Powered Games’ Dungeon Siege.
Entity System Architecture with Unity - Unite Europe 2015Simon Schmid
Entity System Architecture with Unity - Unite Europe 2015
Entitas - open source Entity Component System for C# and Unity: https://github.com/sschmid/Entitas-CSharp
Designing an actor model game architecture with PonyNick Pruehs
Introduction to Pony, actor model, reference capabilities and making concurrent DirectX games with Pony.
Presented at MVP Fusion #3.
http://mvpfusion.azurewebsites.net/
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Software construction is an exercise in managing complexity, more so with the spiralling complexity required by modern games. Automated Testing is an industry proven methodology to deliver more reliable complex software, with a fighting chance to do it on time and on budget. And having fun doing so. Crytek is spearheading this idea in the game industry with its flagship title, and now sharing the experience with you: best practices, potential pitfalls, To-Do’s and No-No’s will be shown with real examples of unit testing game code using its proprietary testing framework and tools. Functional Testing and acceptance testing will also be touched on as a viable way of describing and checking game design requirements. And take automated testing to the next level.
This document discusses the names of 5 magazines and why they chose those names. Vibe focuses on music and describes the vibe of songs. Contents provides insights into films and songs. Empire reviews new films each week and explores the empire of films. Talk sport reports on upcoming and recent sporting events. Glamour covers the latest fashion trends.
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This document provides an overview of several popular game development tools for beginners: GameMaker, Construct 2, Unity, RPG Maker, and Unreal. It summarizes the key features of each tool, including whether they are suitable for 2D or 3D games, whether they use drag and drop or code, their pricing structures, supported platforms, and examples of famous games made with each engine. The document aims to help newcomers choose an accessible tool to get started with video game development.
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1. The importance of debugging and the tools available for debugging .NET applications, such as Visual Studio and Debugging Tools for Windows.
2. Basic debugging tasks like setting breakpoints, stepping through code, and examining variables and call stacks.
3. Advanced techniques like debugging managed code, threads, and memory issues.
Debugging is an important part of the software development process that helps developers write more reliable code. There are several tools available for debugging .NET applications, including Visual Studio and Debugging Tools for Windows. Some basic debugging tasks involve setting breakpoints, stepping through code, examining variables and call stacks, and understanding memory usage and threads. Postmortem debugging techniques like dump file analysis can help debug problems that occur in production environments where live debugging is not possible.
VB2013 - Security Research and Development FrameworkAmr Thabet
That's my presentation in VB2013 in Berlin, Germany ... talking about a new development framework for security
it's created for writing security tools, malware analysis tools and network tools
RSA SF Conference talk-2009-ht2-401 sallamAhmed Sallam
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Imagine we had the power to understand the code before its complied or embedding a backdoor or even stealing legitimate certificates of a well known vendor and using them to sign malware?
Join me in the journey of exploring security issues that tend to happen during Build Time in typical enterprise environments.
Developing modern software is extremely complex. Features are added and removed. Developers come and go.
Static analysis tools help us get an idea about hidden challenges. This can help provide a fresh set of (computer) eyes to help keep our code base from becoming a toxic dump.
- Build automation helps ensure consistent builds, prevents errors, and speeds up the release process. It helps development teams integrate and deliver changes continuously.
- Common tools for build automation include MSBuild, Team Foundation Server, CruiseControl.NET, and Hudson. These tools help with continuous integration (CI), running tests, code analysis, versioning, and deploying builds.
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In this presentation, Jared Atkinson and Jonathan Johnson discuss the problem that many security professionals are facing today. How exactly do I know if my detection will actually detect the thing I want to detect? We discuss the importance of testing telemetry coverage and using abstraction to build a representative sample set of Atomic tests to validate detection coverage.
Scripts used in presentation can be found below:
Process Access: https://gist.github.com/jaredcatkinson/9c7a1af2261a752432230a4148ecfe02
Process Read: https://github.com/redcanaryco/AtomicTestHarnesses/blob/master/Windows/TestHarnesses/T1003.001_DumpLSASS/DumpLSASS.ps1
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This document summarizes a workshop on .NET debugging techniques. The workshop covers debugging production issues, analyzing system and application performance, and automating debugging processes. It discusses tools like Procdump, DebugDiag, and Windows debugging tools. It also covers debugging techniques like generating dump files, using Event Tracing for Windows (ETW) to collect traces, and analyzing traces with tools like PerfView. The goal is to help integrate automatic error analysis and triage into development processes.
This document summarizes a meeting of the Portuguese SharePoint Community held on June 12, 2010. The agenda included an overview of debugging, debugging tools, and next steps. It defines debugging as methodically finding and reducing bugs to make a program or hardware behave as expected. It discusses various debugging techniques like screen dumps, logs, code debugging in Visual Studio, web debugging with tools like Fiddler, and runtime debugging using the Windows kernel and tools like Windbg. Further reading materials are also provided.
This document discusses debugging techniques for production environments. It covers using debuggers and symbol files to debug running processes, remote debugging to debug processes on other machines, analyzing core dumps to debug crashed processes postmortem, and snapshot debugging using Application Insights to capture the state of an application during errors. It also introduces the OzCode production debugging platform, which aims to provide a unified experience for debugging applications running in cloud, on-premise, and other complex environments.
The document provides information about an online training program called Under the Wire that teaches PowerShell skills through wargames. It discusses what the training is, its objectives to keep gameplay in the PowerShell environment and emulate real-world scenarios, and how gameplay is engaging at different expertise levels to promote self-education. It also introduces the creators and their backgrounds, what participants need to get started, and how to connect to the games through Windows or SSH.
Silicon Valley JUG - How to generate customized java 8 code from your databaseSpeedment, Inc.
The best code is the one you never need to write. Using code generation and automated builds you can minimize the risk of human error when developing software, but how do you maintain control over code when large parts of it is handed over to a machine? In this tutorial, you will learn how to use open-source software to create and control code automation. You will see how you can generate a completely object-oriented domain model by automatically analyzing your database schemas. Every aspect of the process is transparent and configurable, giving you as a developer 100% control of the generated code. This will not only increase your productivity, but also help you build safer and more maintainable Java applications.
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Did you know that database classes, that require many lines of Java and SQL code, may be replaced with a single line of Java 8 code? In this tutorial session you will learn how to use standard Java 8 Streams as an alternative to traditional Object Relational Mappers (ORM). We will use the open-source tool Speedment to show how development speed can be increased and how the application code can be more concise and run faster.
Cooking with Chef on Windows: 2015 EditionJulian Dunn
This document discusses using Chef to automate configuration on Windows systems. Key points include:
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- Chef resources continue to improve support for Windows including the new windows_package and reboot resources in 2015.
Windows 7 includes new editions, an improved user interface, homegroup sharing features, enhanced multimedia support, improved device connectivity, virtualization capabilities, strengthened security and maintenance tools, and updated developer APIs. The presentation covered these new features of Windows 7 and included live demonstrations of the taskbar, homegroups, multimedia playback, device connectivity, virtualization, troubleshooting wizards, and security features.
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We will focus special attention on the architectural patterns used in the design of the fintech system, microservices and event-driven architecture, which ensure scalability, fault tolerance, and consistency of the entire system.
2. Objectives
• To understand the importance of improved workflows
• To get an idea of which kinds of useful tools are out there
• To learn how to integrate tools into your daily workflow
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3. Automated Builds
• Allow you to create nightly releases of your current game version
• Automate any pre- and post-build steps required for creating new
builds
• Track build successes and failures and their reasons
• Provide access to previous builds (history)
• Can parameterize build input and output
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6. Typical Build Steps
• Accessing source control
▪ Syncing working copy
▪ Creating tags
• Writing version numbers
• Performing the actual build
• Packaging the build result
• Publishing the game on a build page
• Running unit tests
• Sending email notifications
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9. API Documentation
• Can be automatically generated from properly formatted source
code comments
• Output format may vary (usually HTML)
• Tools are available for all major object-oriented languages (Javadoc,
Sandcastle, Doxygen)
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19. Analytics in Games
• Track the origin, device and operation system of your players
• Track user engagement
▪ Retention
▪ A/B testing
• Track monetization success
• Track performance
▪ Framerate
▪ Crashes
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20. Analytics in Games
• Involve many key questions
▪ What to track
▪ How to track (who, what, where, when)
▪ How to analyze data
• Enough material for a whole different course
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22. Analytics in Games
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Game Analytics API Call
private void OnVictory(Event e)
{
var victoryData = (VictoryEventData)e.EventData;
var eventKey = string.Format
("Level:Victory:{0}:{1}", this.currentLevel, victoryData.Type);
GA.API.Design.NewEvent(eventKey);
}
25. Consistent Code Style
• StyleCop analyzes C# source code to enforce a set of style and
consistency rules
• Helps developers avoid common pitfalls and mistakes
• Settings file can be checked in to version control
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36. Hint
Setting up tools will always take
the same time.
Thus, the earlier you set up your
tools, the greater your benefit!
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37. Crash Dump Analaysis
• Sadly, even released games and tools will sometimes crash
• Windows can automatically generate a minidump whenever a
program throws an unhandled exception
▪ Loaded modules
▪ Thread information
▪ Current call stack
• These can be loaded and debugged in Visual Studio
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38. Crash Dump Analaysis
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C:Program FilesProcdump>procdump.exe -ma -i D:TempDumps
ProcDump v7.0 - Writes process dump files
Copyright (C) 2009-2014 Mark Russinovich
Sysinternals - www.sysinternals.com
With contributions from Andrew Richards
Set to:
HKLMSOFTWAREMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = 1
(REG_SZ) Debugger = "C:Program FilesProcdumpprocdump.exe" -accepteula -ma
-j "D:TempDumps" %ld %ld %p
Set to:
HKLMSOFTWAREWow6432NodeMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = 1
(REG_SZ) Debugger = "C:Program FilesProcdumpprocdump.exe" -accepteula -ma
-j "D:TempDumps" %ld %ld %p
ProcDump is now set as the Just-in-time (AeDebug) debugger.
39. Crash Dump Analaysis
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C:Program FilesProcdump>procdump.exe -u
ProcDump v7.0 - Writes process dump files
Copyright (C) 2009-2014 Mark Russinovich
Sysinternals - www.sysinternals.com
With contributions from Andrew Richards
Reset to:
HKLMSOFTWAREMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = <deleted>
(REG_SZ) Debugger = "C:WINDOWSsystem32vsjitdebugger.exe" -p %ld -e %ld
Reset to:
HKLMSOFTWAREWow6432NodeMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = <deleted>
(REG_SZ) Debugger = "C:WINDOWSsystem32vsjitdebugger.exe" -p %ld -e %ld
ProcDump is no longer the Just-in-time (AeDebug) debugger.
45. 5 Minute Review Session
• Which steps can be automated using a build server?
• How can API documentation be generated automatically?
• Which data can be tracked by analytics?
• How can you enforce a consistent code style within your team?
• Which tools can help you to detect code quality issues?
• How can you debug applications that crashed outside of Visual
Studio?