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The Game Development Process

The document discusses the game development process and programming areas involved. It covers teams and methodologies, languages like C++ and Java, scripting languages, and common practices. Programmers often specialize and teams require organization as they grow beyond a few members. Methodologies have shifted from "code and fix" to more iterative and agile approaches. C++ remains dominant for performance reasons, while scripting languages allow for faster iteration and technical designers.

Uploaded by

Jennifer Mcbride
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
142 views

The Game Development Process

The document discusses the game development process and programming areas involved. It covers teams and methodologies, languages like C++ and Java, scripting languages, and common practices. Programmers often specialize and teams require organization as they grow beyond a few members. Methodologies have shifted from "code and fix" to more iterative and agile approaches. C++ remains dominant for performance reasons, while scripting languages allow for faster iteration and technical designers.

Uploaded by

Jennifer Mcbride
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 64

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

Some to automate repetitive tasks (ex: convert


content to game format)

Level editors, particle effect editors, sound editors

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

May be generalists, know something about


everything

Graphics, networking, AI

Often critical for glue to hold specialists together


Make great lead programmers

More than 3 or 4, need some organization

More than 10 programmers, several leads


(graphics lead, AI lead, etc.)

Often lead programmer, much time devoted to


management

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

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

And all too common

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 others 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

Acceptance 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

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


Select Languages
Debugging
Misc (as time allows)
AI
Multiplayer

(done)
(next)

C++ (1 of 3)

Mid-late 1990s, 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 dont 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 (GUIs 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 Dont 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 (dont 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.
Doesnt scale well.
Ex: Grim Fandango, Baldurs 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

Vector Engine

Scripting

Frames and Frame rate (like animations)


Programmers indicate when (time) event occurs (can
occur across many frames)
Lines, vertices, circles
Can be scaled to any size, still looks crisp
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


Select Languages
Debugging
Misc (as time allows)
AI
Multiplayer

(done)
(done)
(next)

Debugging Introduction

New Integrated Development Environments (IDEs)


have debugging tools
Trace code, print values, profile

But debugging frustrating

Dont know how long takes to find

Mini-outline

Beginners not know how to proceed


Even advanced can get stuck
Variance can be high

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


doesnt 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?

Dont 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
Thats 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

Or, divide-and-conquer method (note, can use in


conjunction with hypo-test above, too)

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,
thats it.
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 way.


Repeat

Is it before or after?

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 dont 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, cant 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

Bug Disappears when Changing Something


Innocuous

Usually dev kit has extra memory (for tracing, etc.).


Suggest memory problem (pointers), stack overflow,
not checking memory allocation
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

Unexplainable Behavior

Bug in Someone Elses Code

Maybe best you can do is grab all data values (and


stack, etc) and look at (Send Error Report)
Ex: values change without touching. Usually memory
problem. Could be from supporting system. Retry,
rebuild, reboot, re-install.
No it is not. Be persistent with own code first.
Its 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

Compile with multiple compilers

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

Dont ignore warnings

See if platform specific

Based on Chapter 3.5, Introduction to Game Development

Outline

Teams and Processes


Select Languages
Debugging
Misc (as time allows)
AI
Multiplayer

(done)
(done)
(done)
(next)

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

No unintended weaknesses

Must perform in real time (CPU)


Configurable by designers

Amount and type of AI for game can vary

Loose in a fun, challenging way


No golden path to defeat
Must not look dumb

Not hard coded by programmer

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
Agents
Finite State Machines
Common AI Techniques
Promising AI Techniques

(done)
(next)

Game Agents (1 of 2)

Most AI focuses around game agent

Loops through: sense-think-act cycle

Sensing

think of agent as NPC, enemy, ally or neutral


Acting is event specific, so talk about sense+think
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.


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

If you

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, dont have unfair advantage (such as more
attributes or more knowledge)
But sometimes might to make a challenge

Remember, thats 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
Agents
Finite State Machines
Common AI Techniques
Promising AI Techniques

(done)
(done)
(next)

Finite State Machines (1 of 2)


S ee E nem y
W ander

A tta c k
N o Enem y

F le e

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

Finite State Machines (2 of 2)

Most common game AI software pattern

Problems

Natural correspondence between states and


behaviors
Easy to diagram
Easy to program
Easy to debug
Completely general to any problem
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() )
break;

{ *state = 1; }

case 1: //Attack
Attack();
if( LowOnHealth() ) { *state = 2; }
if( NoEnemy() )
{ *state = 0; }
break;
case 2: //Flee
Flee();
if( NoEnemy() )
break;

{ *state = 0; }

}
}

Based on Chapter 5.3, Introduction to Game Development

Finite-State Machine:
Problems with switch FSM
1. Code is ad hoc

Language doesnt enforce structure

2. Transitions result from polling

Inefficient event-driven sometimes


better

3. Cant determine 1st time state is entered


4. Cant 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(
OnEvent( AttackedByEnemy )
SetState( Attack )
State( STATE_Attack )
OnEnter
Execute( PrepareWeapon )
OnUpdate
Execute( Attack )
if( LowOnHealth ) SetState(
if( NoEnemy )
SetState(
OnExit
Execute( StoreWeapon )
State( STATE_Flee )
OnUpdate
Execute( Flee )
if( NoEnemy )
SetState(
}

Based on Chapter 5.3, Introduction to Game Development

STATE_Attack )

STATE_Flee )
STATE_Wander )

STATE_Wander )

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

Cant be edited by designers or players

OnEnter, OnExit
Timers
Handle events
Consistent regulated structure
Ability to log history
Modular, flexible, stack-based
Multiple FSMs, Concurrent FSMs

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
Agents
Finite State Machines
Common AI Techniques
Promising AI Techniques

(done)
(done)
(done)
(next)

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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