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Thrive Game Development

Development of the evolution game Thrive.
 
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 Miscellaneous Programming Questions

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Nimbal
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PostSubject: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 1:36 pm

This thread is for miscellaneous questions about Thrive's code. If you don't understand something, need input on implementing a feature / fixing a bug or have general questions about programming, ask away.

Note that if you run into problems while getting your development environment set up, the Development Troubleshooting thread is probably a better fit.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 2:23 pm

Shouldn't the interfaces Touchable and TouchableValue have protection against instantiation like boost abstract inheritance or pure virtual destructor?

Also i see they use overloading of assignment to track changes, couldn't a derived class override the assignment operator themselves and ruin the concept? or is that an unwritten rule for values and components, not to do so?

EDIT: I think i'm missing a point about assignment, it would call both the assignment of the base and derived class right? sorry
EDIT 2: I see the lua script hud.lua is calling touch() explicitly, is that a lua only thing? i can't imagine it having to be explicit everywhere
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 3:03 pm

Another question!
I'm not seeing a clear distinction between what is written in lua scripts and what is written in c++. The agent class is made in c++ but the microbe and organelle classes are in lua. Also pretty engine specific (correct me if im wrong) things like hex grid and camera is in lua which confuses me a bit.

Could someone elaborate on which kind of code goes where?
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Nimbal
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 3:23 pm

Hm, we could give Touchable a pure virtual destructor I guess. The thing is, a Touchable by itself is obviously useless. You wouldn't keep a pointer to a Touchable around anywhere, it would always be a pointer to a derived class so aliasing on destruction isn't really an issue. Although to be honest, I think the lack of a virtual destructor is an oversight because Touchable originally started out as a template.

Now, about that assignment operator in TouchableValue. Note that TouchableValue is a template, intended to "wrap" other data to make it touchable. For example, if you just want to have an integer and make it touchable, you can either do it the long way:

Code:

struct AnInteger : public Touchable {
    int value = 0;
};

AnInteger myInteger;
myInteger.value = 10; // Ugly member access for a single data field
myInteger.touch();     // Explicit touch() required
Or, with TouchableValue:
Code:

TouchableValue<int> myInteger;
myInteger = 10;   // Natural assignment with automatic touch()
That last line above is where the assignment operator comes into play. The operator just updates the internal value and automatically calls touch(). If the wrapped data structure is a type with its own assignment operator, this operator will be invoked in the first line of TouchableValue's assignment operator. So everything should work fine.

The explicit call to touch() in hud.lua is necessary because the "properties" field is not a simple TouchableValue, but a struct derived from Touchable (it's like the first, complicated variant above). The Touchable class can't know that you modified the data, since you don't assign to the Touchable itself, but assign to one of its members. As far as I know, there is no overloadable operator for the "dot" style member access.

Quote :

I'm not seeing a clear distinction between what is written in lua scripts and what is written in c++.
That's right. I expect there to be quite a few agent particles on screen during a normal game, and since the agent stuff was relatively straightforward to implement in C++, I skipped Lua alltogether for them. The microbe and organelle stuff on the other hand took some trial and error until I got it right (or should I say "working"?) which is so much more convenient in Lua. There's no hard and fast rule what's to be written in C++ and what in Lua. If in doubt, start in Lua. Chances are that it can be translated into C++ if necessary, but you'll definitely get results more quickly.

Also, please note that this is the first time for me using an entity / component approach. I'm still experimenting with how to use it to implement actual gameplay with interacting objects and such. So take all my ramblings with a spoonful of salt and if you find awkward code somewhere, don't read too much into it. It was probably me trying to use a screwdriver to drive the nail into a wall.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 3:32 pm

Very enlightening, thanks!

I've been a bit nitpicky with the very few code antipatterns(?) i've found (mostly because they stand out with otherwise proper written code)

How do you want me/others to handle such minor details? Fix them ourselves and request a pull for a minor thing or post it somewhere like here for the author/someone privileged to fix it or just ignore it for now?
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Nimbal
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 3:47 pm

A pull request with a fix would be very welcome.

Just a word of caution concerning git and pull requests. Ideally, you would create a so called "topic branch" for the intended fix, commit the change there, push the new branch to GitHub and then create a pull request referencing the branch. After that, you would switch to another branch again for further work and only check out the topic branch if it turns out that the fix requires more changes (pushing those will automatically update the pull request).

Realistically, you will regular get into situations where you work on something larger over several days. During the course of this work, you find several small issues and want to fix them. If you are really, really disciplined (I'm not), you'd need to follow this workflow to maintain clean, focussed pull requests that only handle exactly one issue:


  1. Commit or stash your changes in the "long" branch you are working in
  2. Checkout the master branch (or, at the moment, the prototype branch. I really need to merge that.)
  3. Create a new topic branch for the small issue you want to fix.
  4. Implement the fix and commit it
  5. Push the topic branch, create a pull request
  6. Checkout your original long branch
  7. Rebase the long branch onto the topic branch
  8. Continue working


This is obviously rather tedious and, as already mentioned, I usually don't follow it myself. For the moment, where there are rather few programmers actively working on Thrive, you can just commit the small fix in your long branch. Eventually, you'll make a pull request for it and the fix will come right along.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 3:59 pm

Alright thanks!

And yeah i'm familiar (for the most part) with the tedious correct practises of git and i'll try and follow them strictly atleast initially!

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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 11, 2013 7:15 pm

This is not a question about the code itself, but I was wondering: where did you guys learn c++? Could you send me a link to a c++ tutorial site? Or a coding textbook? Anything to teach me c++? I know that there are scraps of code here but I would like to know the fundamentals.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptySat Oct 12, 2013 6:04 am

Hey!

We already have a subforum for these kinds of questions that you should use:  https://thrivegame.canadaboard.net/f21-programming-language there's already a mini tutorial on that link a long with other stuff (Took me a while to find my way around here aswell)

But personally i had already learned C and loved fiddling with pointers, bitshifting ints, but i also loved OOP so c++ was a natural thing for me to look to, and so i went straight to more complex tutorials than you can probably handle if you don't know C already! One of the absolute best beginner c++ >>game<< tutorials that i used was lazyfoo.net/tutorials/SDL/ but i believe that does require some basic knowledge already. Once you get well familiar with the language you should grab a copy of Effective C++ by Scott Meyers for a lot of important details which are the things people have trouble with in c++.

It is a turbulent time for c++ as the language is rapidly iterating and getting better, so you'll learn some c++98 code that could be written better with c++11 (and in not too long, c++14) so you will have a choice between older high quality tutorials covering 98 and newer tutorials covering c++11 with less relearning things (I'm not sure how good people have been with updating their tutorials). Just google around!

Also note that you don't have to know c++ to do some programming on the project. You can do almost as much with our lua scripting integration, which we use to easily and quickly write useful code that'll work but is a little slower than it could have been in c++.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 18, 2013 11:17 am

I've had some trouble with luabind.
In my attempts to understand and make luabind work with my class, I've tried making a simple test class and bind a single method, but i continue to get the error:
Code:
attempt to call global 'TestClass' (a nil value)
from lua whenever i try to use the class from a lua script (setup.lua)

What i've tried adding is:
In agent.h:
Code:
class TestClass {

public:
    static luabind::scope
    luaBindings();

    int
    memberTest();

};
In agent.cpp:
Code:

int
TestClass::memberTest(){ return 4;}

luabind::scope
TestClass::luaBindings() {
    using namespace luabind;
    return class_<TestClass>("TestClass")
        .def("memberTest", &TestClass::memberTest)
    ;
}
In microbe_stage/script_bindings.cpp:
Code:
luabind::scope
thrive::MicrobeBindings::luaBindings() {
    return (
        AgentAbsorberComponent::luaBindings(),
        AgentEmitterComponent::luaBindings(),
        TestClass::luaBindings() // <-- Here
    );
}
It seems from the error message that lua isn't properly notified of my TestClass. What am i missing?
Thanks
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Nimbal
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 18, 2013 11:25 am

crovea wrote:

What am i missing?
The constructor:
Code:

luabind::scope
TestClass::luaBindings() {
    using namespace luabind;
    return class_<TestClass>("TestClass")
        .def(constructor<>())
        .def("memberTest", &TestClass::memberTest)
    ;
}
Although the error message you get doesn't quite fit, I would have expected it to complain about calling a table value, not a nil value. So either there's something else going on besides the missing constructor, or my understanding of luabind / Lua has a few problems.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 18, 2013 1:06 pm

I had already tried adding a constructor with the same error

Any chance you could try and copy my code in and see if it works for you?
Or i can create a branch you can try, will take me a few mins
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Nimbal
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 18, 2013 1:20 pm

A branch would be appreciated. Just so we can be sure it's the same code.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyFri Oct 18, 2013 3:38 pm

Here's the branch!
https://github.com/jjonj/Thrive/tree/test-class-lua
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Nimbal
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptySun Oct 20, 2013 11:49 am

I finally got around to testing this and... it works fine for me out of the box. The script prints "4" as expected, no Lua error whatsoever.
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptySun Oct 20, 2013 2:59 pm

Very strange. I'll try and rebuild thrives with cmake entirely and see if that helps!

EDIT: Yep that worked.
I'm using windows as you probably know, and therefore codeblocks. I only built the "install" build target once, and been recompiling with the "Thrive" target whenever i've been doing changes. Could it be that i need to rebuild "Install" for luabind changes?  

Perhaps a rundown of the different build targets could be useful for me and future devs!
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptySun Oct 20, 2013 3:22 pm

What i was missing was recompiling the "install" directory, which i didn't realize was necessary more than once.

Akwardly i'm probably more familiar with how to build a compiler than how to use one, so i haven't looked much into the build targets.

EDIT: Turns out that using the "Thrive" build target doesn't actually update the executable, so i guess i'll be using "install" exclusively then
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptySun Oct 27, 2013 7:12 pm

More questions time!


  1. With the codeblocks project, there are a lot of build targets (i assume these don't only exist for codeblocks, but are in cmake somehow). Which build targets are for what? I'm exclusively using "Install" as of now, do i ever want to use others?
  2. I assume the whole implementation struct idiom is to hide things like private variables from the interface, correct? also noticed that EntityManager has a method in its implementation (getComponentCollection) again is this because it's supposed to be private and hidden from the interface?
  3. I've seen some input checking done as
    Code:
    assert(entityId != NULL_ENTITY);
    is there any advantage to this other than brevity?
  4. In EntityFilter class' implementation the initEntity method has these two lines:
    Code:
    m_entities[id] = group;
    m_entities.insert(std::make_pair(id, group));
    don't they attempt to effectively do the same thing? (according to documentation of insert, it just does nothing from what i see here), am i missing something?
  5. 'detail' namespace is used in luabind and other than that only in EntityFilter, why here and why only here?
  6. And my most urgent question: ComponentGroup is defined like this
    Code:
    ComponentGroup = std::tuple<
            typename ExtractComponentType<ComponentTypes>::PointerType...
        >;
    Which to my understanding should expand into a tuple of component types. However, it is assigned to with a return value from:
    Code:
    entityManager->getComponent<RawType>(entityId);
    which returns a pointer to an actual component and not the type of a component. There seems to be a mismatch there, what am i missing?
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Nimbal
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyMon Oct 28, 2013 3:50 am

crovea wrote:

Which build targets are for what?
I don't have a Windows environment handy right now, so I'm not sure which build targets Code::Blocks is offering. I think the only interesting ones at the moment are

  • install: Compiles the executable and copies it, along with all assets (textures, scripts, models, DLLs, etc) into the "dist" subdirectory of the build directory
  • clean: Deletes all object files in the build directory, causing a complete rebuild with the next invocation of the "build" (or "install") target. Mostly useful if you manage to confuse CMake about dependencies between source files, but this is very rare.
  • zip: Like "install", but also creates the archive "Thrive.zip" inside the build directory which contains everything necessary to run the game. I'm not sure if Code::Blocks offers this one.


crovea wrote:

I assume the whole implementation struct idiom is to hide things like private variables from the interface, correct?
Yep, that's the pimpl idiom. Everything that's private (except constructors, destructors and operators) can be put into the Implementation struct. That allows us to change stuff in the implementation without having to recompile everything that uses the class. It also has a (minor) performance penalty due to the additional indirection, but if we find that to become a problem, it's easy enough to remove.

crovea wrote:

I've seen some input checking
I'm not sure what you mean by "brevity". Are you thinking of throwing an exception instead? Usually, assertions are there to catch programmer errors (like forgetting to initialize a variable) while exceptions should be used to handle expected error situations that the programmer can't avoid any other way.


crovea wrote:

In EntityFilter class' implementation the initEntity method has these two lines
Oops. These are indeed redundant. The second one is a tiny bit faster because it skips the construction of a default pair along with a copy assignment. So the first line can be removed.

crovea wrote:

'detail' namespace is used in luabind and other than that only in EntityFilter, why here and why only here?
The detail namespace is commonly used to contain internal implementation stuff that's not important to the public interface of a class, similar to the pimpl idiom. Since EntityFilter is a template and all its code needs to be included by its users, we use the detail namespace to avoid polluting the global namespace with all those utility templates and functions. I can't speak for luabind's authors, but they probably have similar reasons. It's a template heavy library after all.

crovea wrote:

And my most urgent question: ComponentGroup is defined like this
I assume you're talking about these lines:
Code:

RawType* component = entityManager->getComponent<RawType>(entityId);
// ...
std::get<index>(group) = component;
Note the "std::get" in there. It returns a reference to the tuple's entry at the specified index. If std::tuple had an index operator (it doesn't), we could write this instead
Code:

group[index] = component;
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crovea
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyTue Oct 29, 2013 7:14 pm

Nimbal wrote:
I'm not sure what you mean by "brevity".
I mean as opposed to a big fat if statement to check input! I'm largely unfamiliar with Assert except for its semantics, it's obviously easier to write, but i was wondering what advantages it had other than that. I since looked it up and found it only does checking in debug mode which is awesome

Nimbal wrote:
Note the "std::get" in there.
I'm afraid you missed my question and rightly so. I know about std::get and even why it has to be a global function (to prevent ugly syntax basically). I now realize i had simply confused myself in a mildly embarrasing way!

Thanks for the answers
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Nimbal
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PostSubject: Re: Miscellaneous Programming Questions   Miscellaneous Programming Questions EmptyWed Oct 30, 2013 3:23 am

crovea wrote:
I'm afraid you missed my question and rightly so.
After rereading your original question about three times, I finally got it. Chuckles were had, but we never need to speak of this incidence again if you don't want to.
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