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	<title>Comments for Andy J Design</title>
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	<link>http://www.andyjdesign.com</link>
	<description>Game Development and Design</description>
	<lastBuildDate>Mon, 12 Jul 2010 14:37:34 +0000</lastBuildDate>
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		<title>Comment on Common Pitfalls in Your Game Loop by infamouse</title>
		<link>http://www.andyjdesign.com/game-programming/common-pitfalls-in-your-game-loop/comment-page-1/#comment-285</link>
		<dc:creator>infamouse</dc:creator>
		<pubDate>Mon, 12 Jul 2010 14:37:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=115#comment-285</guid>
		<description>Thank, Gabriel.  I&#039;ll be following these up with some great code examples this fall.  We&#039;ll be walking through some simple Flash games and the refactoring them to better architecture in a few different series.</description>
		<content:encoded><![CDATA[<p>Thank, Gabriel.  I&#8217;ll be following these up with some great code examples this fall.  We&#8217;ll be walking through some simple Flash games and the refactoring them to better architecture in a few different series.</p>
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		<title>Comment on Common Pitfalls in Your Game Loop by Gabriel</title>
		<link>http://www.andyjdesign.com/game-programming/common-pitfalls-in-your-game-loop/comment-page-1/#comment-284</link>
		<dc:creator>Gabriel</dc:creator>
		<pubDate>Mon, 12 Jul 2010 13:27:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=115#comment-284</guid>
		<description>Thanks, nice article it made me look through your other articles as well. Nice work. Im now following your blog :) ...

It&#039;s very hard to find code design articles for games, don&#039;t understand why.</description>
		<content:encoded><![CDATA[<p>Thanks, nice article it made me look through your other articles as well. Nice work. Im now following your blog :) &#8230;</p>
<p>It&#8217;s very hard to find code design articles for games, don&#8217;t understand why.</p>
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		<title>Comment on Game Programming with Patterns: Model View Controller by infamouse</title>
		<link>http://www.andyjdesign.com/web-development/game-programming-with-patterns-model-view-controller/comment-page-1/#comment-256</link>
		<dc:creator>infamouse</dc:creator>
		<pubDate>Wed, 17 Feb 2010 00:23:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=92#comment-256</guid>
		<description>Great.  Glad it helped.  I&#039;m going to be looking at expanding on patterns in games.  Next I&#039;m thinking of trying out dependency injection.</description>
		<content:encoded><![CDATA[<p>Great.  Glad it helped.  I&#8217;m going to be looking at expanding on patterns in games.  Next I&#8217;m thinking of trying out dependency injection.</p>
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		<title>Comment on Game Programming with Patterns: Model View Controller by Arowx</title>
		<link>http://www.andyjdesign.com/web-development/game-programming-with-patterns-model-view-controller/comment-page-1/#comment-255</link>
		<dc:creator>Arowx</dc:creator>
		<pubDate>Wed, 17 Feb 2010 00:15:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=92#comment-255</guid>
		<description>Just what I was looking for to help get my head around how the MVC could be applied to games...

I was starting to hit my head against the problem of too much inheritance where every type of game object was starting to need it&#039;s own branch on the inheritance tree, MVC looks like just the pruning shears I need! ;o)</description>
		<content:encoded><![CDATA[<p>Just what I was looking for to help get my head around how the MVC could be applied to games&#8230;</p>
<p>I was starting to hit my head against the problem of too much inheritance where every type of game object was starting to need it&#8217;s own branch on the inheritance tree, MVC looks like just the pruning shears I need! ;o)</p>
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		<title>Comment on Game Programming with Patterns: Model View Controller by Zelda</title>
		<link>http://www.andyjdesign.com/web-development/game-programming-with-patterns-model-view-controller/comment-page-1/#comment-202</link>
		<dc:creator>Zelda</dc:creator>
		<pubDate>Fri, 23 Oct 2009 02:13:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=92#comment-202</guid>
		<description>Thanks for this, there are so few articles out there on game programming with mvc or composition (with actual code).</description>
		<content:encoded><![CDATA[<p>Thanks for this, there are so few articles out there on game programming with mvc or composition (with actual code).</p>
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		<title>Comment on Multiplayer Game Design: Server-Side Models and Distributed Models by Gery Teague</title>
		<link>http://www.andyjdesign.com/game-programming/multiplayer-game-design-server-side-models-and-distributed-models/comment-page-1/#comment-133</link>
		<dc:creator>Gery Teague</dc:creator>
		<pubDate>Thu, 03 Sep 2009 07:06:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=109#comment-133</guid>
		<description>That was fantastic. I&#039;m going to be rereading this post and implementing these methodologies as best I can. What I had been picturing was something simple, like a two car race game, like.... the light bikes from TRON.

Okay, so you have player 1 and player 2 on their own home computers and the server. I was imagining that the server stores the state of the world, so let&#039;s say that the server changes the map every day, so when player 1 logs on to play he sees whatever the map is for that day, and so would player 2.

Also, the server stores where player 1 and 2 parked their light bikes from the last time they played.

So, when player 1 opens up the program/webpage at home, he sees the world that the server is showing that day and where his bike was last parked. When player 2 opens up the program/webpage at home, he sees the world that the server is showing that day and where his bike was last parked, and both players now see each other&#039;s bikes.

The way I see this playing out in code:
1) Player 1 opens up the program at home.
   - A LocalGameModel is created that stores pointers to a LocalPlayerModel, a RemotePlayerModel, and a ViewPortModel.
   - A LocalGameController is created that will begin the game loop.
   - A LocalGameView is created that shows the looks of the GUI.
   - A LocalGamePortView is created that shows what&#039;s happening in the game, and is added to the LocalGameView
   - A LocalPlayerView is created that shows the light bike. This is added to the LocalGamePortView
   - A RemotePlayerView is created that shows the light bike of the remote player. This is added to the LocalGamePortView.

   - A LocalPlayerController is created that receives key presses from the local player and updates the LocalPlayerModel.

2) The Game loop begins and the LocalGamePortView is updating dependant upon the LocalGamePortModel and this cascades down through it&#039;s child views.

3) Player 1 presses the up button and the LocalPlayerModel is updated by a given amount so that the bike&#039;s model is moved up.

4) This updated data is sent to the Server&#039;s Model, which then announces an update.

5) Player 1&#039;s View is updated because it hears the update and player 1&#039;s bike is moved up.

6) Player 2&#039;s View is updated because it hears the updand and player 1&#039;s bike is moved up.

Now, problems I see. 
1) Models are usually Singletons, so  I begin seeing a problem if there would be more than 1 RemotePlayerModel as now they would overwrite each other.

2) Again with the Models as Singletons. In this scenario the server is holding pointers to the Models of both players, since players would be of the same type, they would cancel each other out.

3) There is of course the issue of keeping everything in perfect sync, which I will need re-reading of your post as well as further research into best methods.

I&#039;m sure there are plenty more issues, I&#039;m just trying to get my head wrapped around how this would work out.

Thanks again for the GREAT write-up!

Gery</description>
		<content:encoded><![CDATA[<p>That was fantastic. I&#8217;m going to be rereading this post and implementing these methodologies as best I can. What I had been picturing was something simple, like a two car race game, like&#8230;. the light bikes from TRON.</p>
<p>Okay, so you have player 1 and player 2 on their own home computers and the server. I was imagining that the server stores the state of the world, so let&#8217;s say that the server changes the map every day, so when player 1 logs on to play he sees whatever the map is for that day, and so would player 2.</p>
<p>Also, the server stores where player 1 and 2 parked their light bikes from the last time they played.</p>
<p>So, when player 1 opens up the program/webpage at home, he sees the world that the server is showing that day and where his bike was last parked. When player 2 opens up the program/webpage at home, he sees the world that the server is showing that day and where his bike was last parked, and both players now see each other&#8217;s bikes.</p>
<p>The way I see this playing out in code:<br />
1) Player 1 opens up the program at home.<br />
   &#8211; A LocalGameModel is created that stores pointers to a LocalPlayerModel, a RemotePlayerModel, and a ViewPortModel.<br />
   &#8211; A LocalGameController is created that will begin the game loop.<br />
   &#8211; A LocalGameView is created that shows the looks of the GUI.<br />
   &#8211; A LocalGamePortView is created that shows what&#8217;s happening in the game, and is added to the LocalGameView<br />
   &#8211; A LocalPlayerView is created that shows the light bike. This is added to the LocalGamePortView<br />
   &#8211; A RemotePlayerView is created that shows the light bike of the remote player. This is added to the LocalGamePortView.</p>
<p>   &#8211; A LocalPlayerController is created that receives key presses from the local player and updates the LocalPlayerModel.</p>
<p>2) The Game loop begins and the LocalGamePortView is updating dependant upon the LocalGamePortModel and this cascades down through it&#8217;s child views.</p>
<p>3) Player 1 presses the up button and the LocalPlayerModel is updated by a given amount so that the bike&#8217;s model is moved up.</p>
<p>4) This updated data is sent to the Server&#8217;s Model, which then announces an update.</p>
<p>5) Player 1&#8242;s View is updated because it hears the update and player 1&#8242;s bike is moved up.</p>
<p>6) Player 2&#8242;s View is updated because it hears the updand and player 1&#8242;s bike is moved up.</p>
<p>Now, problems I see.<br />
1) Models are usually Singletons, so  I begin seeing a problem if there would be more than 1 RemotePlayerModel as now they would overwrite each other.</p>
<p>2) Again with the Models as Singletons. In this scenario the server is holding pointers to the Models of both players, since players would be of the same type, they would cancel each other out.</p>
<p>3) There is of course the issue of keeping everything in perfect sync, which I will need re-reading of your post as well as further research into best methods.</p>
<p>I&#8217;m sure there are plenty more issues, I&#8217;m just trying to get my head wrapped around how this would work out.</p>
<p>Thanks again for the GREAT write-up!</p>
<p>Gery</p>
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		<title>Comment on Free Game Hotness: Spelunky by infamouse</title>
		<link>http://www.andyjdesign.com/games/free-game-hotness-spelunky/comment-page-1/#comment-132</link>
		<dc:creator>infamouse</dc:creator>
		<pubDate>Wed, 02 Sep 2009 18:14:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=103#comment-132</guid>
		<description>There&#039;s a new site up for Spelunky - http://www.spelunkyworld.com/</description>
		<content:encoded><![CDATA[<p>There&#8217;s a new site up for Spelunky &#8211; <a href="http://www.spelunkyworld.com/" rel="nofollow">http://www.spelunkyworld.com/</a></p>
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		<title>Comment on Game Programming with Patterns: Model View Controller by Multiplayer Game Design: Server-Side Models and Distributed Models &#124; Andy J Design</title>
		<link>http://www.andyjdesign.com/web-development/game-programming-with-patterns-model-view-controller/comment-page-1/#comment-131</link>
		<dc:creator>Multiplayer Game Design: Server-Side Models and Distributed Models &#124; Andy J Design</dc:creator>
		<pubDate>Wed, 02 Sep 2009 03:40:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=92#comment-131</guid>
		<description>[...] recently posted about using the MVC pattern in games and provided a very quick and dirty pseudocode model of our hero in MVC.  It showed a nice [...]</description>
		<content:encoded><![CDATA[<p>[...] recently posted about using the MVC pattern in games and provided a very quick and dirty pseudocode model of our hero in MVC.  It showed a nice [...]</p>
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		<title>Comment on Game Programming with Patterns: Model View Controller by infamouse</title>
		<link>http://www.andyjdesign.com/web-development/game-programming-with-patterns-model-view-controller/comment-page-1/#comment-130</link>
		<dc:creator>infamouse</dc:creator>
		<pubDate>Tue, 01 Sep 2009 14:50:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=92#comment-130</guid>
		<description>Thanks for the question, Gery.  I&#039;ve actually thought a lot about this since your post and I&#039;ll follow up with a more detailed post.  I&#039;m working on a couple concrete examples on MVC in a game and some other patterns, as well.  

For your questions my basic line of thinking is a sort of controller that records input and can work closely with the model to re-create game states based on that timeline.  Almost like an instant replay of the last 5 to 10 seconds of play in case things get out of sync.</description>
		<content:encoded><![CDATA[<p>Thanks for the question, Gery.  I&#8217;ve actually thought a lot about this since your post and I&#8217;ll follow up with a more detailed post.  I&#8217;m working on a couple concrete examples on MVC in a game and some other patterns, as well.  </p>
<p>For your questions my basic line of thinking is a sort of controller that records input and can work closely with the model to re-create game states based on that timeline.  Almost like an instant replay of the last 5 to 10 seconds of play in case things get out of sync.</p>
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		<title>Comment on Game Programming with Patterns: Model View Controller by Gery Teague</title>
		<link>http://www.andyjdesign.com/web-development/game-programming-with-patterns-model-view-controller/comment-page-1/#comment-124</link>
		<dc:creator>Gery Teague</dc:creator>
		<pubDate>Sat, 29 Aug 2009 20:07:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.andyjdesign.com/?p=92#comment-124</guid>
		<description>Hey there Andy, I do a lot of MVC coding, but what I&#039;m running into now is the use of MVC in gaming, which is what you just wrote about, but my questions are getting a bit deeper now, and I was wondering if you could possibly write a simple post on how one would handle a multi-player environment using MVC. I guess I&#039;m getting a little lost because normally I have a model that handles all the elements in the game (so it can be displayed in any view), and then I have many views and many controllers, but now I&#039;m seeing that I will probably need multiple models, but how can all my views keep up to date with all my models? Do they need to? 

Thanks in advance Andy,
Gery</description>
		<content:encoded><![CDATA[<p>Hey there Andy, I do a lot of MVC coding, but what I&#8217;m running into now is the use of MVC in gaming, which is what you just wrote about, but my questions are getting a bit deeper now, and I was wondering if you could possibly write a simple post on how one would handle a multi-player environment using MVC. I guess I&#8217;m getting a little lost because normally I have a model that handles all the elements in the game (so it can be displayed in any view), and then I have many views and many controllers, but now I&#8217;m seeing that I will probably need multiple models, but how can all my views keep up to date with all my models? Do they need to? </p>
<p>Thanks in advance Andy,<br />
Gery</p>
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