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The Game Development
Process
Game Programming
Outline
• Teams and Processes
• Select Languages
• Debugging
• Misc (as time allows)
– AI
– Multiplayer
Introduction
• Used to be programmers created games
– But many great programmers not great
game makers
• With budget shift, emphasis has shifted
– Game content creators are artist and
designers
• Programmers can be thought of as
providing services for content
– But fate of entire game rests in their hands
Based on Chapter 3.1, Introduction to Game Development
Programming Areas – Game Code
• Everything directly related to game itself
– How camera behaves, score is kept, AI for
bots, etc.
• Often in scripting language (rest is in C++,
more on languages next)
– Produce faster iterations
– Allow technical designers/artists to change
behaviors
– More appropriate language for domain (ex:
AI probably not easiest in C++)
Based on Chapter 3.1, Introduction to Game Development
Programming Areas – Game Engine
• Support code that is not game specific
– More than just drawing pretty 3d graphics
(that is actually the graphics engine, part of
the game engine)
– Isolate game code from hardware
•ex: controller, graphics, sound
•Allows designers to concentrate on game
– Common functionality needed across game
•Serialization, network communication,
pathfinding, collision detection
Based on Chapter 3.1, Introduction to Game Development
Programming Areas – Tools
• Most involve content creation
– Level editors, particle effect editors, sound editors
• Some to automate repetitive tasks (ex: convert
content to game format)
– These usually have no GUI
• Sometimes written as plug-ins for off-the-shelf
tools
– Ex: extensions to Maya or 3dStudio or Photoshop
• If no such extension available, build from scratch
Based on Chapter 3.1, Introduction to Game Development
Programming Team Organization
• Programmers often specialize
– Graphics, networking, AI
• May be generalists, know something about
everything
– Often critical for “glue” to hold specialists together
– Make great lead programmers
• More than 3 or 4, need some organization
– Often lead programmer, much time devoted to
management
• More than 10 programmers, several leads
(graphics lead, AI lead, etc.)
Based on Chapter 3.1, Introduction to Game Development
Software Methodologies
• Code and Fix
• Waterfall
• Iterative
• Agile
• (Take cs3733, Software Engineering)
Methodologies – Code and Fix
• Really, lack of a methodology
– And all too common
• Little or no planning, diving straight into
implementation
• Reactive, no proactive
• End with bugs. If bugs faster than can fix, “death
spiral” and may be cancelled
• Even those that make it, must have “crunch time”
– viewed after as badge of honor, but results in
burnout
Based on Chapter 3.1, Introduction to Game Development
Methodologies - Waterfall
• Plan ahead
• Proceed through various planning steps
before implementation
– requirements analysis, design,
implementation, testing (validation),
integration, and maintenance
• The waterfall loops back as fixes required
• Can be brittle to changing functionality,
unexpected problems in implementation
– Going back to beginning
Based on Chapter 3.1, Introduction to Game Development
Methodologies - Iterative
• Develop for a period of time (1-2 months),
get working game, add features
– Periods can coincide with publisher
milestones
• Allows for some planning
– Time period can have design before
implementation
• Allows for some flexibility
– Can adjust (to new technical challenges or
producer demands)
Based on Chapter 3.1, Introduction to Game Development
Methodologies - Agile
• Admit things will change, avoid looking too
far in the future
• Value simplicity and the ability to change
• Can scale, add new features, adjust
• Relatively new for game development
• Big challenge is hard to convince publishers
Based on Chapter 3.1, Introduction to Game Development
Common Practices – Version Control
• Database containing files and past history
of them
• Central location for all code
• Allows team to work on related files
without overwriting each other’s work
• History preserved to track down errors
• Branching and merging for platform
specific parts
Based on Chapter 3.1, Introduction to Game Development
Common Practices – Quality (1 of 2)
• Code reviews – walk through code by other
programmer(s)
– Formal or informal
– “Two eyes are better than one”
– Value is programmer aware others read
• Asserts
– Force program to crash to help debugging
•Ex: Check condition is true at top of code,
say pointer not NULL before following
– Removed during release
Based on Chapter 3.1, Introduction to Game Development
Common Practices – Quality (2 of 2)
• Unit tests
– Low level test of part of game (Ex: see if physics computations
correct)
– Tough to wait until very end and see if bug
– Often automated, computer runs through combinations
– Verify before assembling
• Acceptance tests
– Verify high-level functionality working correctly (Ex: see if
levels load correctly)
• Note, above are programming tests (ie- code, technical). Still
turned over to testers that track bugs, do gameplay testing.
• Bug database
– Document and track bugs
– Can be from programmers, publishers, customers
– Classify by severity
– Keeps bugs from falling through cracks
– Helps see how game is progressing
Based on Chapter 3.1, Introduction to Game Development
Outline
• Teams and Processes (done)
• Select Languages (next)
• Debugging
• Misc (as time allows)
– AI
– Multiplayer
C++ (1 of 3)
• Mid-late 1990’s, C was language of choice
• Since then, C++ language of choice for games
– First commercial release in 1985 (AT&T)
• List pros (+) and cons (-)
• (Take cs2102 OO Design Concepts or cs4233 OOAD)
+ C Heritage
– Learning curve easier
– Compilers wicked fast
+ Performance
– Used to be most important, but less so (but still for core
parts)
– Maps closely to hardware (can “guess” what assembly
instructions will be)
– Can not use features to avoid cost, if want (ie- virtual
function have extra step but don’t have to use)
– Memory management controlled by user
Based on Chapter 3.2, Introduction to Game Development
C++ (2 of 3)
+ High-level
– Classes (objects), polymorphism, templates,
exceptions
– Especially important as code-bases enlarge
– Strongly-typed (helps reduce errors)
• ex: declare before use, and const
+ Libraries
– C++ middleware readily available
• OpenGL, DirectX, Standard Template Library
(containers, like “vectors”, and algorithms, like “sort”)
Based on Chapter 3.2, Introduction to Game Development
C++ (3 of 3)
- Too Low-level
– Still force programmer to deal with low-level issues
• ex: memory management, pointers
- Too complicated
– Years of expertise required to master (other languages
seek to overcome, like Java and C#)
- Lacking features
– No built-in way to look at object instances
– No built-in way to serialize
– Forces programmer to build such functionality (or learn
custom or 3rd
party library)
- Slow iteration
– Brittle, hard to try new things
– Code change can take a looong time as can compile
Based on Chapter 3.2, Introduction to Game Development
C++ (Summary)
• When to use?
– Any code where performance is crucial
•Used to be all, now game engine such as
graphics and AI
•Game-specific code often not C++
– Legacy code base, expertise
– When also use middle-ware libraries in C++
• When not to use?
– Tool building (GUI’s tough)
– High-level game tasks (technical designers)
Based on Chapter 3.2, Introduction to Game Development
Java (1 of 3)
• Java popular, but only recently so for games
– Invented in 1990 by Sun Microsystems
+ Concepts from C++ (objects, classes)
– Powerful abstractions
+ Cleaner language
– Memory management built-in
– Templates not as messy
– Object functions, such as virtualization
+ Code portability (JVM)
(Hey, draw picture)
+ Libraries with full-functionality built-in
Based on Chapter 3.2, Introduction to Game Development
Java (2 of 3)
- Performance
– Interpreted, garbage collection, security
– So take 4x to 10x hit
+ Can overcome with JIT compiler, Java
Native Interface (not interpreted)
- Platforms
– JVM, yeah, but not all games (most PC
games not, nor consoles)
+ Strong for browser-games, mobile
Based on Chapter 3.2, Introduction to Game Development
Java (3 of 3)
• Used in:
– Downloadable/Casual games
• PopCap games
– Mummy Maze, Seven Seas, Diamond Mine
• Yahoo online games (WorldWinner)
– Poker, Blackjack
– PC
• Star Wars Galaxies uses Java (and simplified Java
for scripting language)
• You Don’t Know Jack and Who Wants to be a
Millionaire all Java
Based on Chapter 3.2, Introduction to Game Development
Scripting Languages (1 of 3)
• Not compiled, rather specify (script) sequence of actions
• Most games rely upon some
– Trigger a few events, control cinematic
• Others games may use it lots more
– Control game logic and behavior (Game Maker has GML)
+ Ease of development
– Low-level things taken care of
– Fewer errors by programmer
- But script errors tougher, often debuggers worse
– Less technical programming required
• Still, most scripting done by programmers
– Iteration time faster (don’t need to re-compile all code)
– Can be customized for game (ex: just AI tasks)
Based on Chapter 3.2, Introduction to Game Development
Scripting Languages (2 of 3)
+ Code as an asset
– Ex: consider Peon in C++, with behavior in C++, maybe art as an
asset. Script would allow for behavior to be an asset also
• Can be easily modified, even by end-user in “mod”
- Performance
– Parsed and executed “on the fly”
• Hit could be 10x or more over C++
– Less efficient use of instructions, memory management
-Tool support
– Not as many debuggers, IDEs
• Errors harder to catch
- Interface with rest of game
– Core in C++, must “export” interface
• Can be limiting way interact
– (Hey, draw picture)
Based on Chapter 3.2, Introduction to Game Development
Scripting Languages (3 of 3)
• Python
– Interpreted, OO, many libraries, many tools
– Quite large (bad when memory constrained)
– Ex: Blade of Darkness, Earth and Beyond, Eve Online,
Civilization 4 (Table 3.2.1 full list)
• Lua (pronounced: Loo-ah)
– Not OO, but small (memory). Embed in other programs.
Doesn’t scale well.
– Ex: Grim Fandango, Baldur’s Gate, Far Cry (Table 3.2.2
full list)
• Others:
– Ruby, Perl, JavaScript
– Custom: GML, QuakeC, UnrealScript
• Implementing own tough, often performs poorly so careful!
Based on Chapter 3.2, Introduction to Game Development
Macromedia Flash (1 of 2)
• More of a platform and IDE (ala Game Maker) than a
language (still, has ActionScript)
– “Flash” refers authoring environment, the player, or the
application files
– Released 1997, popular with Browser bundles by 2000
• Advantages
– Wide audience (nearly all platforms have Flash player)
– Easy deployment (embed in Web page)
– Rapid development (small learning curve, for both artists
and programmers)
• Disadvantages
– 3D games
– Performance (interpreted, etc.)
Based on Chapter 3.3, Introduction to Game Development
Macromedia
Flash (2 of 2)
• Timeline Based
– Frames and Frame rate (like animations)
– Programmers indicate when (time) event occurs (can
occur across many frames)
• Vector Engine
– Lines, vertices, circles
– Can be scaled to any size, still looks crisp
• Scripting
– ActionScript similar to JavaScript
– Classes (as of Flash v2.0)
– Backend connectivity (load other Movies, URLs)
Based on Chapter 3.3, Introduction to Game Development
Outline
• Teams and Processes (done)
• Select Languages (done)
• Debugging (next)
• Misc (as time allows)
– AI
– Multiplayer
Debugging Introduction
• New Integrated Development Environments (IDEs)
have debugging tools
– Trace code, print values, profile
• But debugging frustrating
– Beginners not know how to proceed
– Even advanced can get “stuck”
• Don’t know how long takes to find
– Variance can be high
• Mini-outline
– 5-step debugging process
– Debugging tips
– Touch scenarios and patterns
– Prevention
Based on Chapter 3.5, Introduction to Game Development
Step 1: Reproduce the Problem
Consistently
• Find case where always occurs
– “Sometimes game crashes after kill boss”
doesn’t help much
• Identify steps to get to bug
– Ex: start single player, skirmish map 44,
find enemy camp, use projectile weapon …
– Produces systematic way to reproduce
Based on Chapter 3.5, Introduction to Game Development
Step 2: Collect Clues
• Collect clues as to bug
– But beware that some clues are false
• Ex: if bug follows explosion may think they are
related, but may be from something else
– Ex: if crash using projectile, what about that code
that makes it possible to crash?
• Don’t spend too long, get in and observe
– Ex: see reference pointer from arrow to unit that
shot arrow should get experience points, but it is
may be NULL
– That’s the bug, but why is it NULL?
Based on Chapter 3.5, Introduction to Game Development
Step 3: Pinpoint Error
• Propose a hypothesis and prove or disprove
– Ex: suppose arrow pointer corrupted during flight. Add
code to print out values of arrow in air. But equals same
value that crashes. Wrong.
– Ex: suppose unit deleted before experience point. Print
out values of all in camp before fire and all deleted. Yep,
that’s it.
• Or, divide-and-conquer method (note, can use in
conjunction with hypo-test above, too)
– Sherlock Holmes “when you have eliminated the
impossible, whatever remains, however improbably, must
be the truth”
– Setting breakpoints, look at all values, until discover bug
– The “divide” part means break it into smaller sections
• Ex: if crash, put breakpoint ½ way. Is it before or after?
Repeat
– Look for anomalies, NULL or NAN values
Based on Chapter 3.5, Introduction to Game Development
Step 4: Repair the Problem
• Propose solution. Exact solution depends upon
stage of problem.
– Ex: late in code cannot change data structures. Too
many other parts use.
– Worry about “ripple” effects.
• Ideally, want original coder to fix. At least, talk
with original coder for insights.
• Consider other similar cases, even if not yet
reported
– Ex: other projectiles may cause same problem as
arrows did
Based on Chapter 3.5, Introduction to Game Development
Step 5: Test Solution
• Obvious, but can be overlooked if
programmer is sure they have fix (but
programmer can be wrong!)
• So, test that fix repairs bug
– Best by independent tester
• Test if other bugs introduced (beware
“ripple” effect)
Based on Chapter 3.5, Introduction to Game Development
Debugging Tips (1 of 3)
• Question your assumptions – don’t even
assume simple stuff works, or “mature”
products
– Ex: libraries can have bugs
• Minimize interactions – systems can
interfere, make slower so isolate the bug
to avoid complications
• Minimize randomness – ex, can be caused
by random seed or player input. Fix input
(script player) so reproducible
Based on Chapter 3.5, Introduction to Game Development
Debugging Tips (2 of 3)
• Break complex calculations into steps – may
be equation that is fault or “cast” badly
• Check boundary conditions – classic “off by
one” for loops, etc.
• Disrupt parallel computations – “race
conditions” if happen at same time (cs3013)
• Use debugger – breakpoints, memory
watches, stack …
• Check code recently changed – if bug
appears, may be in latest code (not even
yours!)
Based on Chapter 3.5, Introduction to Game Development
Debugging Tips (3 of 3)
• Take a break – too close, can’t see it.
Remove to provide fresh prospective
• Explain bug to someone else – helps retrace
steps, and others provide alternate
hypotheses
• Debug with partner – provides new
techniques
• Get outside help – tech support for
consoles, libraries, …
Based on Chapter 3.5, Introduction to Game Development
Tough Debugging Scenarios and
Patterns (1 of 2)
• Bug in Release but not in Debug
– Often in initialized code
– Or in optimized code
• Turn on optimizations one-by-one
• Bug in Hardware but not in Dev Kit
– Usually dev kit has extra memory (for tracing, etc.).
Suggest memory problem (pointers), stack
overflow, not checking memory allocation
• Bug Disappears when Changing Something
Innocuous
– Likely timing problem (race condition) or memory
problem
– Even if looks like gone, probably just moved. So
keep looking
Based on Chapter 3.5, Introduction to Game Development
Tough Debugging Scenarios and
Patterns (2 of 2)
• Truly Intermittent Problems
– Maybe best you can do is grab all data values (and
stack, etc) and look at (“Send Error Report”)
• Unexplainable Behavior
– Ex: values change without touching. Usually memory
problem. Could be from supporting system. Retry,
rebuild, reboot, re-install.
• Bug in Someone Else’s Code
– “No it is not”. Be persistent with own code first.
– It’s not in hardware. (Ok, very, very rarely, but
expect it not to be) Download latest firmware,
drivers
– If really is, best bet is to help isolate to speed
them in fixing it.
Based on Chapter 3.5, Introduction to Game Development
Debugging Prevention (1 of 2)
• Understand underlying system
– Knowing language not enough
– Must understand underlying system
• At least one level down
– Engine for scripters
– OS for engine
• Maybe two layers down (hardware, assembly)
• Add infrastructure, tools to assist
– Make general
– Alter game variables on fly (speed up)
– Visual diagnostics (maybe on avatars)
– Log data (events, units, code, time stamps)
– Record and playback capability
Based on Chapter 3.5, Introduction to Game Development
Debugging Prevention (2 of 2)
• Set compiler on highest level warnings
– Don’t ignore warnings
• Compile with multiple compilers
– See if platform specific
• Write own memory manager (for console games,
especially, since tools worse)
• Use asserts
• Always initialize when declared
• Indent code, use comments
• Use consistent style, variable names
• Avoid identical code – harder to fix if bug
• Avoid hard-coded (magic numbers) – makes brittle
• Verify coverage (test all code) when testing
Based on Chapter 3.5, Introduction to Game Development
Outline
• Teams and Processes (done)
• Select Languages (done)
• Debugging (done)
• Misc (as time allows)
– AI (next)
– Multiplayer
Introduction to AI
• Opponents that are challenging, or allies
that are helpful
– Unit that is credited with acting on own
• Human-level intelligence too hard
– But under narrow circumstances can do
pretty well (ex: chess and Deep Blue)
• Artificial Intelligence (around in CS for
some time)
Based on Chapter 5.3, Introduction to Game Development
AI for CS different than AI for Games
• Must be smart, but purposely flawed
– Loose in a fun, challenging way
• No unintended weaknesses
– No “golden path” to defeat
– Must not look dumb
• Must perform in real time (CPU)
• Configurable by designers
– Not hard coded by programmer
• “Amount” and type of AI for game can vary
– RTS needs global strategy, FPS needs modeling of
individual units at “footstep” level
– RTS most demanding: 3 full-time AI programmers
– Puzzle, street fighting: 1 part-time AI programmer
Based on Chapter 5.3, Introduction to Game Development
AI for Games – Mini Outline
• Introduction (done)
• Agents (next)
• Finite State Machines
• Common AI Techniques
• Promising AI Techniques
Game Agents (1 of 2)
• Most AI focuses around game agent
– think of agent as NPC, enemy, ally or neutral
• Loops through: sense-think-act cycle
– Acting is event specific, so talk about sense+think
• Sensing
– Gather current world state: barriers, opponents,
objects
– Needs limitations : avoid “cheating” by looking at
game data
– Typically, same constraints as player (vision, hearing
range)
• Often done simply by distance direction (not
computed as per actual vision)
– Model communication (data to other agents) and
reaction times (can build in delay)
Based on Chapter 5.3, Introduction to Game Development
Game Agents (2 of 2)
• Thinking
– Evaluate information and make decision
– As simple or elaborate as required
– Two ways:
•Precoded expert knowledge, typically hand-
crafted if-then rules + randomness to make
unpredictable
•Search algorithm for best (optimal) solution
Based on Chapter 5.3, Introduction to Game Development
Game Agents – Thinking (1 of 3)
• Expert Knowledge
– finite state machines, decision trees, … (FSM most
popular, details next)
– Appealing since simple, natural, embodies common
sense
• Ex: if you see enemy weaker than you, attack. If you
see enemy stronger, then go get help
– Often quite adequate for many AI tasks
– Trouble is, often does not scale
• Complex situations have many factors
• Add more rules, becomes brittle
Based on Chapter 5.3, Introduction to Game Development
Game Agents – Thinking (2 of 3)
• Search
– Look ahead and see what move to do next
– Ex: piece on game board, pathfinding (ch
5.4)
• Machine learning
– Evaluate past actions, use for future
– Techniques show promise, but typically too
slow
– Need to learn and remember
Based on Chapter 5.3, Introduction to Game Development
Game Agents – Thinking (3 of 3)
• Making agents stupid
– Many cases, easy to make agents dominate
• Ex: bot always gets head-shot
– Dumb down by giving “human” conditions, longer
reaction times, make unnecessarily vulnerable
• Agent cheating
– Ideally, don’t have unfair advantage (such as more
attributes or more knowledge)
– But sometimes might to make a challenge
• Remember, that’s the goal, AI lose in challenging way
– Best to let player know
Based on Chapter 5.3, Introduction to Game Development
AI for Games – Mini Outline
• Introduction (done)
• Agents (done)
• Finite State Machines (next)
• Common AI Techniques
• Promising AI Techniques
Finite State Machines (1 of 2)
• Abstract model of computation
• Formally:
– Set of states
– A starting state
– An input vocabulary
– A transition function that maps inputs and the
current state to a next state
Based on Chapter 5.3, Introduction to Game Development
W a n d e r A t t a c k
F le e
S e e E n e m y
Low
Health
No
Enem
y
N o E n e m y
Finite State Machines (2 of 2)
• Most common game AI software pattern
– Natural correspondence between states and
behaviors
– Easy to diagram
– Easy to program
– Easy to debug
– Completely general to any problem
• Problems
– Explosion of states
– Often created with ad hoc structure
Based on Chapter 5.3, Introduction to Game Development
Finite-State Machine: Approaches
• Three approaches
– Hardcoded (switch statement)
– Scripted
– Hybrid Approach
Based on Chapter 5.3, Introduction to Game Development
Finite-State Machine:
Hardcoded FSM
void RunLogic( int * state ) {
switch( state )
{
case 0: //Wander
Wander();
if( SeeEnemy() ) { *state = 1; }
break;
case 1: //Attack
Attack();
if( LowOnHealth() ) { *state = 2; }
if( NoEnemy() ) { *state = 0; }
break;
case 2: //Flee
Flee();
if( NoEnemy() ) { *state = 0; }
break;
}
}
Based on Chapter 5.3, Introduction to Game Development
Finite-State Machine:
Problems with switch FSM
1. Code is ad hoc
– Language doesn’t enforce structure
2. Transitions result from polling
– Inefficient – event-driven sometimes
better
3. Can’t determine 1st
time state is entered
4. Can’t be edited or specified by game
designers or players
Based on Chapter 5.3, Introduction to Game Development
Finite-State Machine:
Scripted with alternative language
AgentFSM
{
State( STATE_Wander )
OnUpdate
Execute( Wander )
if( SeeEnemy ) SetState( STATE_Attack )
OnEvent( AttackedByEnemy )
SetState( Attack )
State( STATE_Attack )
OnEnter
Execute( PrepareWeapon )
OnUpdate
Execute( Attack )
if( LowOnHealth ) SetState( STATE_Flee )
if( NoEnemy ) SetState( STATE_Wander )
OnExit
Execute( StoreWeapon )
State( STATE_Flee )
OnUpdate
Execute( Flee )
if( NoEnemy ) SetState( STATE_Wander )
}
Based on Chapter 5.3, Introduction to Game Development
Finite-State Machine:
Scripting Advantages
1. Structure enforced
2. Events can be handed as well as polling
3. OnEnter and OnExit concept exists
4. Can be authored by game designers
– Easier learning curve than straight C/C++
Finite-State Machine:
Scripting Disadvantages
• Not trivial to implement
• Several months of development
– Custom compiler
• With good compile-time error feedback
– Bytecode interpreter
• With good debugging hooks and support
• Scripting languages often disliked by users
– Can never approach polish and robustness of
commercial compilers/debuggers
Based on Chapter 5.3, Introduction to Game Development
Finite-State Machine:
Hybrid Approach
• Use a class and C-style macros to approximate a scripting
language
• Allows FSM to be written completely in C++ leveraging
existing compiler/debugger
• Capture important features/extensions
– OnEnter, OnExit
– Timers
– Handle events
– Consistent regulated structure
– Ability to log history
– Modular, flexible, stack-based
– Multiple FSMs, Concurrent FSMs
• Can’t be edited by designers or players
Based on Chapter 5.3, Introduction to Game Development
Finite-State Machine:
Extensions
• Many possible extensions to basic FSM
– OnEnter, OnExit
– Timers
– Global state, substates
– Stack-Based (states or entire FSMs)
– Multiple concurrent FSMs
– Messaging
Based on Chapter 5.3, Introduction to Game Development
AI for Games – Mini Outline
• Introduction (done)
• Agents (done)
• Finite State Machines (done)
• Common AI Techniques (next)
• Promising AI Techniques
Common Game AI Techniques
• Whirlwind tour of common techniques
• (See book chapters)
Based on Chapter 5.3, Introduction to Game Development

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Programming

  • 2. Outline • Teams and Processes • Select Languages • Debugging • Misc (as time allows) – AI – Multiplayer
  • 3. Introduction • Used to be programmers created games – But many great programmers not great game makers • With budget shift, emphasis has shifted – Game content creators are artist and designers • Programmers can be thought of as providing services for content – But fate of entire game rests in their hands Based on Chapter 3.1, Introduction to Game Development
  • 4. Programming Areas – Game Code • Everything directly related to game itself – How camera behaves, score is kept, AI for bots, etc. • Often in scripting language (rest is in C++, more on languages next) – Produce faster iterations – Allow technical designers/artists to change behaviors – More appropriate language for domain (ex: AI probably not easiest in C++) Based on Chapter 3.1, Introduction to Game Development
  • 5. Programming Areas – Game Engine • Support code that is not game specific – More than just drawing pretty 3d graphics (that is actually the graphics engine, part of the game engine) – Isolate game code from hardware •ex: controller, graphics, sound •Allows designers to concentrate on game – Common functionality needed across game •Serialization, network communication, pathfinding, collision detection Based on Chapter 3.1, Introduction to Game Development
  • 6. Programming Areas – Tools • Most involve content creation – Level editors, particle effect editors, sound editors • Some to automate repetitive tasks (ex: convert content to game format) – These usually have no GUI • Sometimes written as plug-ins for off-the-shelf tools – Ex: extensions to Maya or 3dStudio or Photoshop • If no such extension available, build from scratch Based on Chapter 3.1, Introduction to Game Development
  • 7. Programming Team Organization • Programmers often specialize – Graphics, networking, AI • May be generalists, know something about everything – Often critical for “glue” to hold specialists together – Make great lead programmers • More than 3 or 4, need some organization – Often lead programmer, much time devoted to management • More than 10 programmers, several leads (graphics lead, AI lead, etc.) Based on Chapter 3.1, Introduction to Game Development
  • 8. Software Methodologies • Code and Fix • Waterfall • Iterative • Agile • (Take cs3733, Software Engineering)
  • 9. Methodologies – Code and Fix • Really, lack of a methodology – And all too common • Little or no planning, diving straight into implementation • Reactive, no proactive • End with bugs. If bugs faster than can fix, “death spiral” and may be cancelled • Even those that make it, must have “crunch time” – viewed after as badge of honor, but results in burnout Based on Chapter 3.1, Introduction to Game Development
  • 10. Methodologies - Waterfall • Plan ahead • Proceed through various planning steps before implementation – requirements analysis, design, implementation, testing (validation), integration, and maintenance • The waterfall loops back as fixes required • Can be brittle to changing functionality, unexpected problems in implementation – Going back to beginning Based on Chapter 3.1, Introduction to Game Development
  • 11. Methodologies - Iterative • Develop for a period of time (1-2 months), get working game, add features – Periods can coincide with publisher milestones • Allows for some planning – Time period can have design before implementation • Allows for some flexibility – Can adjust (to new technical challenges or producer demands) Based on Chapter 3.1, Introduction to Game Development
  • 12. Methodologies - Agile • Admit things will change, avoid looking too far in the future • Value simplicity and the ability to change • Can scale, add new features, adjust • Relatively new for game development • Big challenge is hard to convince publishers Based on Chapter 3.1, Introduction to Game Development
  • 13. Common Practices – Version Control • Database containing files and past history of them • Central location for all code • Allows team to work on related files without overwriting each other’s work • History preserved to track down errors • Branching and merging for platform specific parts Based on Chapter 3.1, Introduction to Game Development
  • 14. Common Practices – Quality (1 of 2) • Code reviews – walk through code by other programmer(s) – Formal or informal – “Two eyes are better than one” – Value is programmer aware others read • Asserts – Force program to crash to help debugging •Ex: Check condition is true at top of code, say pointer not NULL before following – Removed during release Based on Chapter 3.1, Introduction to Game Development
  • 15. Common Practices – Quality (2 of 2) • Unit tests – Low level test of part of game (Ex: see if physics computations correct) – Tough to wait until very end and see if bug – Often automated, computer runs through combinations – Verify before assembling • Acceptance tests – Verify high-level functionality working correctly (Ex: see if levels load correctly) • Note, above are programming tests (ie- code, technical). Still turned over to testers that track bugs, do gameplay testing. • Bug database – Document and track bugs – Can be from programmers, publishers, customers – Classify by severity – Keeps bugs from falling through cracks – Helps see how game is progressing Based on Chapter 3.1, Introduction to Game Development
  • 16. Outline • Teams and Processes (done) • Select Languages (next) • Debugging • Misc (as time allows) – AI – Multiplayer
  • 17. C++ (1 of 3) • Mid-late 1990’s, C was language of choice • Since then, C++ language of choice for games – First commercial release in 1985 (AT&T) • List pros (+) and cons (-) • (Take cs2102 OO Design Concepts or cs4233 OOAD) + C Heritage – Learning curve easier – Compilers wicked fast + Performance – Used to be most important, but less so (but still for core parts) – Maps closely to hardware (can “guess” what assembly instructions will be) – Can not use features to avoid cost, if want (ie- virtual function have extra step but don’t have to use) – Memory management controlled by user Based on Chapter 3.2, Introduction to Game Development
  • 18. C++ (2 of 3) + High-level – Classes (objects), polymorphism, templates, exceptions – Especially important as code-bases enlarge – Strongly-typed (helps reduce errors) • ex: declare before use, and const + Libraries – C++ middleware readily available • OpenGL, DirectX, Standard Template Library (containers, like “vectors”, and algorithms, like “sort”) Based on Chapter 3.2, Introduction to Game Development
  • 19. C++ (3 of 3) - Too Low-level – Still force programmer to deal with low-level issues • ex: memory management, pointers - Too complicated – Years of expertise required to master (other languages seek to overcome, like Java and C#) - Lacking features – No built-in way to look at object instances – No built-in way to serialize – Forces programmer to build such functionality (or learn custom or 3rd party library) - Slow iteration – Brittle, hard to try new things – Code change can take a looong time as can compile Based on Chapter 3.2, Introduction to Game Development
  • 20. C++ (Summary) • When to use? – Any code where performance is crucial •Used to be all, now game engine such as graphics and AI •Game-specific code often not C++ – Legacy code base, expertise – When also use middle-ware libraries in C++ • When not to use? – Tool building (GUI’s tough) – High-level game tasks (technical designers) Based on Chapter 3.2, Introduction to Game Development
  • 21. Java (1 of 3) • Java popular, but only recently so for games – Invented in 1990 by Sun Microsystems + Concepts from C++ (objects, classes) – Powerful abstractions + Cleaner language – Memory management built-in – Templates not as messy – Object functions, such as virtualization + Code portability (JVM) (Hey, draw picture) + Libraries with full-functionality built-in Based on Chapter 3.2, Introduction to Game Development
  • 22. Java (2 of 3) - Performance – Interpreted, garbage collection, security – So take 4x to 10x hit + Can overcome with JIT compiler, Java Native Interface (not interpreted) - Platforms – JVM, yeah, but not all games (most PC games not, nor consoles) + Strong for browser-games, mobile Based on Chapter 3.2, Introduction to Game Development
  • 23. Java (3 of 3) • Used in: – Downloadable/Casual games • PopCap games – Mummy Maze, Seven Seas, Diamond Mine • Yahoo online games (WorldWinner) – Poker, Blackjack – PC • Star Wars Galaxies uses Java (and simplified Java for scripting language) • You Don’t Know Jack and Who Wants to be a Millionaire all Java Based on Chapter 3.2, Introduction to Game Development
  • 24. Scripting Languages (1 of 3) • Not compiled, rather specify (script) sequence of actions • Most games rely upon some – Trigger a few events, control cinematic • Others games may use it lots more – Control game logic and behavior (Game Maker has GML) + Ease of development – Low-level things taken care of – Fewer errors by programmer - But script errors tougher, often debuggers worse – Less technical programming required • Still, most scripting done by programmers – Iteration time faster (don’t need to re-compile all code) – Can be customized for game (ex: just AI tasks) Based on Chapter 3.2, Introduction to Game Development
  • 25. Scripting Languages (2 of 3) + Code as an asset – Ex: consider Peon in C++, with behavior in C++, maybe art as an asset. Script would allow for behavior to be an asset also • Can be easily modified, even by end-user in “mod” - Performance – Parsed and executed “on the fly” • Hit could be 10x or more over C++ – Less efficient use of instructions, memory management -Tool support – Not as many debuggers, IDEs • Errors harder to catch - Interface with rest of game – Core in C++, must “export” interface • Can be limiting way interact – (Hey, draw picture) Based on Chapter 3.2, Introduction to Game Development
  • 26. Scripting Languages (3 of 3) • Python – Interpreted, OO, many libraries, many tools – Quite large (bad when memory constrained) – Ex: Blade of Darkness, Earth and Beyond, Eve Online, Civilization 4 (Table 3.2.1 full list) • Lua (pronounced: Loo-ah) – Not OO, but small (memory). Embed in other programs. Doesn’t scale well. – Ex: Grim Fandango, Baldur’s Gate, Far Cry (Table 3.2.2 full list) • Others: – Ruby, Perl, JavaScript – Custom: GML, QuakeC, UnrealScript • Implementing own tough, often performs poorly so careful! Based on Chapter 3.2, Introduction to Game Development
  • 27. Macromedia Flash (1 of 2) • More of a platform and IDE (ala Game Maker) than a language (still, has ActionScript) – “Flash” refers authoring environment, the player, or the application files – Released 1997, popular with Browser bundles by 2000 • Advantages – Wide audience (nearly all platforms have Flash player) – Easy deployment (embed in Web page) – Rapid development (small learning curve, for both artists and programmers) • Disadvantages – 3D games – Performance (interpreted, etc.) Based on Chapter 3.3, Introduction to Game Development
  • 28. Macromedia Flash (2 of 2) • Timeline Based – Frames and Frame rate (like animations) – Programmers indicate when (time) event occurs (can occur across many frames) • Vector Engine – Lines, vertices, circles – Can be scaled to any size, still looks crisp • Scripting – ActionScript similar to JavaScript – Classes (as of Flash v2.0) – Backend connectivity (load other Movies, URLs) Based on Chapter 3.3, Introduction to Game Development
  • 29. Outline • Teams and Processes (done) • Select Languages (done) • Debugging (next) • Misc (as time allows) – AI – Multiplayer
  • 30. Debugging Introduction • New Integrated Development Environments (IDEs) have debugging tools – Trace code, print values, profile • But debugging frustrating – Beginners not know how to proceed – Even advanced can get “stuck” • Don’t know how long takes to find – Variance can be high • Mini-outline – 5-step debugging process – Debugging tips – Touch scenarios and patterns – Prevention Based on Chapter 3.5, Introduction to Game Development
  • 31. Step 1: Reproduce the Problem Consistently • Find case where always occurs – “Sometimes game crashes after kill boss” doesn’t help much • Identify steps to get to bug – Ex: start single player, skirmish map 44, find enemy camp, use projectile weapon … – Produces systematic way to reproduce Based on Chapter 3.5, Introduction to Game Development
  • 32. Step 2: Collect Clues • Collect clues as to bug – But beware that some clues are false • Ex: if bug follows explosion may think they are related, but may be from something else – Ex: if crash using projectile, what about that code that makes it possible to crash? • Don’t spend too long, get in and observe – Ex: see reference pointer from arrow to unit that shot arrow should get experience points, but it is may be NULL – That’s the bug, but why is it NULL? Based on Chapter 3.5, Introduction to Game Development
  • 33. Step 3: Pinpoint Error • Propose a hypothesis and prove or disprove – Ex: suppose arrow pointer corrupted during flight. Add code to print out values of arrow in air. But equals same value that crashes. Wrong. – Ex: suppose unit deleted before experience point. Print out values of all in camp before fire and all deleted. Yep, that’s it. • Or, divide-and-conquer method (note, can use in conjunction with hypo-test above, too) – Sherlock Holmes “when you have eliminated the impossible, whatever remains, however improbably, must be the truth” – Setting breakpoints, look at all values, until discover bug – The “divide” part means break it into smaller sections • Ex: if crash, put breakpoint ½ way. Is it before or after? Repeat – Look for anomalies, NULL or NAN values Based on Chapter 3.5, Introduction to Game Development
  • 34. Step 4: Repair the Problem • Propose solution. Exact solution depends upon stage of problem. – Ex: late in code cannot change data structures. Too many other parts use. – Worry about “ripple” effects. • Ideally, want original coder to fix. At least, talk with original coder for insights. • Consider other similar cases, even if not yet reported – Ex: other projectiles may cause same problem as arrows did Based on Chapter 3.5, Introduction to Game Development
  • 35. Step 5: Test Solution • Obvious, but can be overlooked if programmer is sure they have fix (but programmer can be wrong!) • So, test that fix repairs bug – Best by independent tester • Test if other bugs introduced (beware “ripple” effect) Based on Chapter 3.5, Introduction to Game Development
  • 36. Debugging Tips (1 of 3) • Question your assumptions – don’t even assume simple stuff works, or “mature” products – Ex: libraries can have bugs • Minimize interactions – systems can interfere, make slower so isolate the bug to avoid complications • Minimize randomness – ex, can be caused by random seed or player input. Fix input (script player) so reproducible Based on Chapter 3.5, Introduction to Game Development
  • 37. Debugging Tips (2 of 3) • Break complex calculations into steps – may be equation that is fault or “cast” badly • Check boundary conditions – classic “off by one” for loops, etc. • Disrupt parallel computations – “race conditions” if happen at same time (cs3013) • Use debugger – breakpoints, memory watches, stack … • Check code recently changed – if bug appears, may be in latest code (not even yours!) Based on Chapter 3.5, Introduction to Game Development
  • 38. Debugging Tips (3 of 3) • Take a break – too close, can’t see it. Remove to provide fresh prospective • Explain bug to someone else – helps retrace steps, and others provide alternate hypotheses • Debug with partner – provides new techniques • Get outside help – tech support for consoles, libraries, … Based on Chapter 3.5, Introduction to Game Development
  • 39. Tough Debugging Scenarios and Patterns (1 of 2) • Bug in Release but not in Debug – Often in initialized code – Or in optimized code • Turn on optimizations one-by-one • Bug in Hardware but not in Dev Kit – Usually dev kit has extra memory (for tracing, etc.). Suggest memory problem (pointers), stack overflow, not checking memory allocation • Bug Disappears when Changing Something Innocuous – Likely timing problem (race condition) or memory problem – Even if looks like gone, probably just moved. So keep looking Based on Chapter 3.5, Introduction to Game Development
  • 40. Tough Debugging Scenarios and Patterns (2 of 2) • Truly Intermittent Problems – Maybe best you can do is grab all data values (and stack, etc) and look at (“Send Error Report”) • Unexplainable Behavior – Ex: values change without touching. Usually memory problem. Could be from supporting system. Retry, rebuild, reboot, re-install. • Bug in Someone Else’s Code – “No it is not”. Be persistent with own code first. – It’s not in hardware. (Ok, very, very rarely, but expect it not to be) Download latest firmware, drivers – If really is, best bet is to help isolate to speed them in fixing it. Based on Chapter 3.5, Introduction to Game Development
  • 41. Debugging Prevention (1 of 2) • Understand underlying system – Knowing language not enough – Must understand underlying system • At least one level down – Engine for scripters – OS for engine • Maybe two layers down (hardware, assembly) • Add infrastructure, tools to assist – Make general – Alter game variables on fly (speed up) – Visual diagnostics (maybe on avatars) – Log data (events, units, code, time stamps) – Record and playback capability Based on Chapter 3.5, Introduction to Game Development
  • 42. Debugging Prevention (2 of 2) • Set compiler on highest level warnings – Don’t ignore warnings • Compile with multiple compilers – See if platform specific • Write own memory manager (for console games, especially, since tools worse) • Use asserts • Always initialize when declared • Indent code, use comments • Use consistent style, variable names • Avoid identical code – harder to fix if bug • Avoid hard-coded (magic numbers) – makes brittle • Verify coverage (test all code) when testing Based on Chapter 3.5, Introduction to Game Development
  • 43. Outline • Teams and Processes (done) • Select Languages (done) • Debugging (done) • Misc (as time allows) – AI (next) – Multiplayer
  • 44. Introduction to AI • Opponents that are challenging, or allies that are helpful – Unit that is credited with acting on own • Human-level intelligence too hard – But under narrow circumstances can do pretty well (ex: chess and Deep Blue) • Artificial Intelligence (around in CS for some time) Based on Chapter 5.3, Introduction to Game Development
  • 45. AI for CS different than AI for Games • Must be smart, but purposely flawed – Loose in a fun, challenging way • No unintended weaknesses – No “golden path” to defeat – Must not look dumb • Must perform in real time (CPU) • Configurable by designers – Not hard coded by programmer • “Amount” and type of AI for game can vary – RTS needs global strategy, FPS needs modeling of individual units at “footstep” level – RTS most demanding: 3 full-time AI programmers – Puzzle, street fighting: 1 part-time AI programmer Based on Chapter 5.3, Introduction to Game Development
  • 46. AI for Games – Mini Outline • Introduction (done) • Agents (next) • Finite State Machines • Common AI Techniques • Promising AI Techniques
  • 47. Game Agents (1 of 2) • Most AI focuses around game agent – think of agent as NPC, enemy, ally or neutral • Loops through: sense-think-act cycle – Acting is event specific, so talk about sense+think • Sensing – Gather current world state: barriers, opponents, objects – Needs limitations : avoid “cheating” by looking at game data – Typically, same constraints as player (vision, hearing range) • Often done simply by distance direction (not computed as per actual vision) – Model communication (data to other agents) and reaction times (can build in delay) Based on Chapter 5.3, Introduction to Game Development
  • 48. Game Agents (2 of 2) • Thinking – Evaluate information and make decision – As simple or elaborate as required – Two ways: •Precoded expert knowledge, typically hand- crafted if-then rules + randomness to make unpredictable •Search algorithm for best (optimal) solution Based on Chapter 5.3, Introduction to Game Development
  • 49. Game Agents – Thinking (1 of 3) • Expert Knowledge – finite state machines, decision trees, … (FSM most popular, details next) – Appealing since simple, natural, embodies common sense • Ex: if you see enemy weaker than you, attack. If you see enemy stronger, then go get help – Often quite adequate for many AI tasks – Trouble is, often does not scale • Complex situations have many factors • Add more rules, becomes brittle Based on Chapter 5.3, Introduction to Game Development
  • 50. Game Agents – Thinking (2 of 3) • Search – Look ahead and see what move to do next – Ex: piece on game board, pathfinding (ch 5.4) • Machine learning – Evaluate past actions, use for future – Techniques show promise, but typically too slow – Need to learn and remember Based on Chapter 5.3, Introduction to Game Development
  • 51. Game Agents – Thinking (3 of 3) • Making agents stupid – Many cases, easy to make agents dominate • Ex: bot always gets head-shot – Dumb down by giving “human” conditions, longer reaction times, make unnecessarily vulnerable • Agent cheating – Ideally, don’t have unfair advantage (such as more attributes or more knowledge) – But sometimes might to make a challenge • Remember, that’s the goal, AI lose in challenging way – Best to let player know Based on Chapter 5.3, Introduction to Game Development
  • 52. AI for Games – Mini Outline • Introduction (done) • Agents (done) • Finite State Machines (next) • Common AI Techniques • Promising AI Techniques
  • 53. Finite State Machines (1 of 2) • Abstract model of computation • Formally: – Set of states – A starting state – An input vocabulary – A transition function that maps inputs and the current state to a next state Based on Chapter 5.3, Introduction to Game Development W a n d e r A t t a c k F le e S e e E n e m y Low Health No Enem y N o E n e m y
  • 54. Finite State Machines (2 of 2) • Most common game AI software pattern – Natural correspondence between states and behaviors – Easy to diagram – Easy to program – Easy to debug – Completely general to any problem • Problems – Explosion of states – Often created with ad hoc structure Based on Chapter 5.3, Introduction to Game Development
  • 55. Finite-State Machine: Approaches • Three approaches – Hardcoded (switch statement) – Scripted – Hybrid Approach Based on Chapter 5.3, Introduction to Game Development
  • 56. Finite-State Machine: Hardcoded FSM void RunLogic( int * state ) { switch( state ) { case 0: //Wander Wander(); if( SeeEnemy() ) { *state = 1; } break; case 1: //Attack Attack(); if( LowOnHealth() ) { *state = 2; } if( NoEnemy() ) { *state = 0; } break; case 2: //Flee Flee(); if( NoEnemy() ) { *state = 0; } break; } } Based on Chapter 5.3, Introduction to Game Development
  • 57. Finite-State Machine: Problems with switch FSM 1. Code is ad hoc – Language doesn’t enforce structure 2. Transitions result from polling – Inefficient – event-driven sometimes better 3. Can’t determine 1st time state is entered 4. Can’t be edited or specified by game designers or players Based on Chapter 5.3, Introduction to Game Development
  • 58. Finite-State Machine: Scripted with alternative language AgentFSM { State( STATE_Wander ) OnUpdate Execute( Wander ) if( SeeEnemy ) SetState( STATE_Attack ) OnEvent( AttackedByEnemy ) SetState( Attack ) State( STATE_Attack ) OnEnter Execute( PrepareWeapon ) OnUpdate Execute( Attack ) if( LowOnHealth ) SetState( STATE_Flee ) if( NoEnemy ) SetState( STATE_Wander ) OnExit Execute( StoreWeapon ) State( STATE_Flee ) OnUpdate Execute( Flee ) if( NoEnemy ) SetState( STATE_Wander ) } Based on Chapter 5.3, Introduction to Game Development
  • 59. Finite-State Machine: Scripting Advantages 1. Structure enforced 2. Events can be handed as well as polling 3. OnEnter and OnExit concept exists 4. Can be authored by game designers – Easier learning curve than straight C/C++
  • 60. Finite-State Machine: Scripting Disadvantages • Not trivial to implement • Several months of development – Custom compiler • With good compile-time error feedback – Bytecode interpreter • With good debugging hooks and support • Scripting languages often disliked by users – Can never approach polish and robustness of commercial compilers/debuggers Based on Chapter 5.3, Introduction to Game Development
  • 61. Finite-State Machine: Hybrid Approach • Use a class and C-style macros to approximate a scripting language • Allows FSM to be written completely in C++ leveraging existing compiler/debugger • Capture important features/extensions – OnEnter, OnExit – Timers – Handle events – Consistent regulated structure – Ability to log history – Modular, flexible, stack-based – Multiple FSMs, Concurrent FSMs • Can’t be edited by designers or players Based on Chapter 5.3, Introduction to Game Development
  • 62. Finite-State Machine: Extensions • Many possible extensions to basic FSM – OnEnter, OnExit – Timers – Global state, substates – Stack-Based (states or entire FSMs) – Multiple concurrent FSMs – Messaging Based on Chapter 5.3, Introduction to Game Development
  • 63. AI for Games – Mini Outline • Introduction (done) • Agents (done) • Finite State Machines (done) • Common AI Techniques (next) • Promising AI Techniques
  • 64. Common Game AI Techniques • Whirlwind tour of common techniques • (See book chapters) Based on Chapter 5.3, Introduction to Game Development