I'm at a complete loss here for coming up with a name for the project I've been working on for some time now. It's an abstract template library for multiplayer networked games. How do people come up with witty, catchy names for their projects? Right now here's how I have my namespaces set up. Anyone care to share some creative ideas or advice? I've tried the online codename generators but somehow "Fuschia Tick Moth" just doesn't sound right. :-\
Do like hamsterman, just play with word order and pieces until something interesting and unique comes from it.
Well, I say that but am not that good either...
uh, cookie tosser (just wanted to say it...), hot potato (that's kind of how packets are treated right? grab, toss, grab, toss), spit wads (yeah, not good)... well, that's all for me
I've been trying to think up a name for a project of mine too actually. I've tried several combinations of my name (which starts with a B) and a description of the program, it's an adaptive AI agent for connect four. But I keep ending up with stuff like B.......'s Adaptive AI Agent (BAAIA) B.......'s Adaptive Connect Four Agent (BACFA) catchy huh? O_o
It's far from finished at the moment, but if anyone can think of a cool name for it I'll credit you in my groundbreaking research paper haha.
Uh, connect 4 ai.. B4AI.. well, you probably can't use that... FourAI? B's Only Real Effort Died AI... BORED AI? ;p .. you could just call it B-Four.. Or BAAA... lol like a sheep. B3A...
I'm only kidding it won't be anywhere near groundbreaking it'll be a rehash of dozens of different papers by Pieter Spronck and one by Victor Allis, but it's my first attempt at any kind of real AI, and it's not a PhD it's just a final year project for uni so it doesn't need to be groundbreaking.
If it's a complete failure then I may have to go with BORED AI =( but hopefully not
Your working on an AI project in C++? If so, to what extent? You would have been much better off using scheme, prolog, or something else more geared toward AI research. Possibly even writing the behavior in Lua.
Your working on an AI project in C++? If so, to what extent?
I've already described it but I'll try to go further. It will use a minimax search on a partial tree of moves, and attempt to adapt to the player's skill level. At the moment I'm developing my heuristic functions and it's not adaptive at all.
You would have been much better off using scheme, prolog, or something else more geared toward AI research. Possibly even writing the behavior in Lua.
Well maybe that shows my inexperience. I don't know any of the languages you mentioned anyway but I'm comfortable with c++, hopefully it won't be a hinderance. Victor Allis wrote his perfect play agent in C so I should be ok. I'm already making quite a leap away from what I'm used to in starting this project, maybe learning another language as well would've been a step too far.
AbstractFileReader.hpp - The ultimate abstract base class for file readers
Attachment.hpp - An interface for attachables
CacheBase.hpp - An abstract base class for holding cached data.
CacheLoaderBase.hpp - A base class for loading cache data
DatabaseConnector.hpp - A wrapper class for the MySQL C++ Connector
DatabaseConnectionPool.hpp - A auto-resizing database connection pool
Descriptor.hpp - The ultimate base class for all Descriptors (example NPCDescriptor)
DescriptorManager.hpp - A container class for holding game data
DescriptorStudio.hpp - A windows-specific (C++/CLI) GUI editor for descriptors
DescriptionStudioFile.hpp - A base representation of a descriptor file
DownstreamPacketBase.hpp - A base class for downstream messages
EntitiyContainer.hpp - A base class for an object that can contain entities
EntityWatcher.hpp - A base class for an object that is aware of its surroundings
INIFileReader.hpp - An ini reader
INSERT_NAME_HERE_Config.hpp - A configuration class
JSONFileReader - A json reader
ClientBase.hpp - [CLIENT] An abstract base class for building a client with
EventProcessor.hpp - [CLIENT] An abstract base class for EventProcessors
GUIEventProcessor.hpp - [CLIENT] A base class for handling GUI events
KeyboardEventProcessor.hpp - [CLIENT] A base class for handling keyboard events
MouseEventProcessor.hpp - [CLIENT] A base class for handling mouse events
LoggerEventProcessor.hpp - [CLIENT] A base class for handling logging events
PacketHandler - Seen above, an abstract base class for packet handlers
ProtocolDecoder - An abstract base class for protocol decoders
ProtocolEncoder - An abstract base class for protocol encoders
SessionBase.hpp - The abstract base class for session types
SSLTCPSession.hpp - An abstract base class for SSL Wrapped TCP Sessions
SocketAcceptorBase.hpp - An abstract base class for socket acceptors
SSLSocketAcceptor.hpp - An abstract base class for accepting SSL wrapped sockets
TCPSession.hpp - An abstract base class for TCP sessions
UpstreamPacketBase.hpp - A base class for upstream messages
XMLFileReader.hpp - An XML reader
So it's not really a networking only library. I actually had an idea last night.
AMMO - The Abstract MMO
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Network
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FileIO
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etc.
AMMO is an excellent name. I too have difficulty with names; I came up with the idea to make a scriptable virtual machine and instead of coming up with some clever name I just called it ScriVM (pronounced scrivum). I think the ultimate name for a program is the GNU kernel, GNU HURD (HIRD (HURD of Interfaces Representing Depth) of UNIX Replacing Daemons). It's a mutually recursive acronym, HURD expands to HIRD and HIRD expands to HURD, ad infinitum. Also, it's a GNU HURD or GNU HIRD, or alternatively, gnu herd, or a herd of gnus (which are like bison). It's genius on three levels.
So far my only major project has been my general-purpose game engine, which I called "O RLY?" (or ORLY) I can't remember why, probably just looking for random memes and picking this one because that's the response most people give when I say I'm making a game engine.