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Continuous Integration for Everybody — TeamCity

Continuous Integration for Everybody — TeamCity

String Augmented Reality Launches Today sees the public launch of the excellent Augmented Reality plugin for Unity from String. Focusing intensively on creating their technology for use with Unity, String have been working with a number of respected Unity developers to create showcase material as they have worked through an intensive beta stage over the past year. At today’s Augmented Reality Summit, String will unveil some of their latest developments that go far beyond what they have teased so far. You can watch the String presentation via the following Stream live or as an edited version once their talk has finished - String touts one of its key selling points as being fast, stable and easy to use, and they are keen to remind Unity developers that they aim to bring a formerly somewhat inaccessible technology to a new audience of developers thanks to their easy to use toolset.

A technical blog written by Richard Paul | rapaul.com Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization Overview Designing first-person action games for Internet play is a challenging process. Having robust on-line gameplay in your action title, however, is becoming essential to the success and longevity of the title. In addition, the PC space is well known for requiring developers to support a wide variety of customer setups. Often, customers are running on less than state-of-the-art hardware. While broadband has been held out as a panacea for all of the current woes of on-line gaming, broadband is not a simple solution allowing developers to ignore the implications of latency and other network factors in game designs. Your game must behave well in this world. Basic Architecture of a Client / Server Game Most action games played on the net today are modified client / server games. With this in mind, the typical client / server game engine architecture generally looks like this: The server has a somewhat similar loop: Contents of the User Input messages Client Side Prediction Lag Compensation

Setting up continuous integration for PHP using Hudson and Phing « Dave Gardner – PHP Developer In this, my first post, I’m going to write about the benefits of Unit Testing and how Continuous Integration (CI) can be used to get the best out of Unit Testing. This will include details of how I setup a CI system using Hudson CI server, Phing build tool combined with various other analysis tools (including PHP Unit). One of the best explanations of Unit Testing I’ve read was posted by benzado on Stack Overflow. Unit testing is a lot like going to the gym. The difficulty with Unit Testing is keeping it up. For me, there are two critical reasons for Unit Testing: Enforcing good design To be able to write tests, you need to be able to zero in on a “unit” of code, isolating it from all the rest of your 1,000,000 lines of web application. Continuous integration Martin Fowler describes the process of Continuation Integration in detail. The key idea behind CI is to do what is most painful often, namely “building” everyone’s code from source and making sure it all works. Continuous integration

Austin GDC 2008 - Robust, Efficient Networking Robust, Efficient Networking Austin GDC 2008 Ben Garney, Pushbutton Labs Lots of games have bad networking. Note: KeyNote won't export the talk as PPT. Video Of The Talk MP3 Of The Talk From Austin Download The Talk (PDF) Here are links to some useful related resources: OpenTNL, the GPL-ed networking library I referenced. Please contact Ben with any questions or comments at Information about the other talk I gave at Austin, Unlocking Flash To Build The Next Great MMO Continuous Integration I vividly remember one of my first sightings of a large software project. I was taking a summer internship at a large English electronics company. My manager, part of the QA group, gave me a tour of a site and we entered a huge depressing warehouse stacked full with cubes. I was told that this project had been in development for a couple of years and was currently integrating, and had been integrating for several months. My guide told me that nobody really knew how long it would take to finish integrating. But this needn't be the way. This contrast isn't the result of an expensive and complex tool. When I've described this practice to people, I commonly find two reactions: "it can't work (here)" and "doing it won't make much difference". The term 'Continuous Integration' originated with the Extreme Programming development process, as one of its original twelve practices. Building a Feature with Continuous Integration However my commit doesn't finish my work. Automate the Build

Game Development Tutorials – Networking for Game Programmers UDP vs. TCP What is the best way to send data between machines? Do you use TCP sockets, UDP sockets or a mixture of both? In this article we explore this fundamental choice and decide on the best option for fast-paced action games. Sending and Receiving Packets This article shows how to send and receive UDP packets using BSD sockets, giving you source code that works across MacOS X, Windows and Unix. Virtual Connection over UDP Learn how to create your own virtual connection between two machines on top of UDP. Reliability and Flow Control Learn how to implement your own reliability system on top of UDP using sequence numbers and acks. Debugging Multiplayer Games Explains the techniques used by professional game developers to debug multiplayer games. What Every Programmer Needs To Know About Game Networking A brief overview of the history of PC multiplayer games. Floating Point Determinism

Getting Started How long have you dreamed of making a video game? Video game development is a substantial industry, employing over 40,000 people in North America alone. But while many people daydream about working in game development, few have the chops to follow through and take action. These Getting Started pages will introduce you to the world of game development by breaking down some of the complex information. If you've got the basics down, our homepage has daily news updates and feature articles to keep you in sync with the professional world. Check out our community forums, too, where you can network with fellow newbies and ask working professionals for their opinionated advice. To work in game development, you've got to have tenacity.

Java3DGamingWithNetBeans Developing 3-D Games with the NetBeans IDE and jME 2.0.1 By rkusterer AT netbeans DOT org This tutorial shows how to set up the NetBeans IDE to start creating Java 3-D games with the jMonkeyEngine framework. jME 2.0.1 now supports Solaris additionally to Windows (32/64-bit), Linux (32/64-bit), and Mac OS X, and the library path set-up of this tutorial was updated (October 2009). Note: jMonkeyEngine version 3 (currently in alpha) comes with an integrated IDE based on the NetBeans platform that includes tools for model and material loading, conversion, editing and more called "jMonkeyPlatform". The jMonkeyEngine is a 3-D engine for developing 3-D computer games. jME is not Drag'n'Drop, you have to code everything by hand, but the quality of the result makes it worth to be patient and learn it: Have a look at these 3-D apps created with jME. Requirements: 0. This is a simplified overview of the file structure we are going to set up by going through this tutorial. 1. To get the jME framework:

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