• 0

How to be a game programmer and developer?


Question

Hello :) .I am new in this forum and i am really interested in programming.I really want to learn to program with Cuda, C++ you know. I want to make my own game engines and 3D games with stunning grafiks. I saw really interesting things in the Nvidia developer zone like Nvidia PhysX SDK, OpenGL, OpenCL, DirectX and many other stuff. I want to learn how to program with them and for what and how can i use it? What i must learn first? From what i must start? What book's i must read of i am new to software and game programming? I am really confused. Thank's :D .

Recommended Posts

  • 0

From what I can tell you've only just begun to grasp the concepts of functions. Although there are other ways of tackling this program to make it smaller and more compact your level of skill is fine for this program.

Some tips:

#1 - Implement one AI for now. Add the other two later.

#2 - Know your data structures, loops, and functions. Read up on all of them. Write simple programs to play around with all the various things they can do.

#3 - Use a two-dimensional array of type char (a type of data structure) instead of a bunch of individual chars. This will allow you to simplify/compact your code.

#4 - Learn how to break your code down into reusable functions. This just takes some thought. For example: a function that checks to see if the game has been won, a function that gets user input, a function for AI, a function that checks for valid moves (either player or AI), et cetera. Think of high-level tasks, like the aforementioned, each one should be in its own function.

  • 0

#include <iostream>
using namespace std;
float input;

int main()
{
	cout<<"Input:";
	cin>>input;
	for (int count=input; count>-1; count--) 
	{
    cout << count << ", ";
	}
	cin.get();
	return 0;
}

This should do the work.

  • 0

#include <iostream>
#include <string>
using namespace std;
char board[8];
char turn='X';
int input;

int main()
{
	for (int moves=0; moves<10; moves++)
	{
		cout<<"|"<<board[0]<<"|"<<board[1]<<"|"<<board[2]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[3]<<"|"<<board[4]<<"|"<<board[5]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[6]<<"|"<<board[7]<<"|"<<board[8]<<"|"<<endl<<endl;
		cout<<"Input:";
		cin>>input;
		turn=board[input];
		if (turn=='X')
		{
			turn='O';
		}
		else
		turn='X';
	}
}

This is the new Tic-Tac-Toe code, but it isn't finished. I have a question for it. When i input something from 0 to 8 it must then update the board, but it don't. And sorry for not using a 2D array. This is because of the:

turn=board[input];

  • 0

Ok let me point out a few things you can improve in the code you just posted:

char board[8];

Here the number 8 is not an array index: it specifies the size of the array. Your Tic-Tac-Toe is 9 squares, therefore you should write

char board[9];

Even better, you should use a two-dimensional array, because this more closely models your data:

char board[3][3];

In C++, things are not initialized to "empty" or "zero". In fact, they contain whatever data was in memory before they were created, even if it doesn't make any sense. So you have to initialize your board data, otherwise it will initially contain random data.

	char board[3][3] = {
		{ ' ', ' ', ' ' },
		{ ' ', ' ', ' ' },
		{ ' ', ' ', ' ' }
	}; // declares an 3x3 array and initialize it to contain space characters.

Ok next.

for (int moves=0; moves<10; moves++)

This is incorrect. A game of Tic-Tac-Toe may take a variable number of moves, not necessarily 10. Therefore, a for loop is not appropriate, since for loops are only good when you know how many times you want to loop. Instead, use a while loop:

bool gameOver = false;

while (!gameOver) // while the game is not over
{
    // play a turn
    // if one player won, say
    // gameOver = true;
    // this will break the loop on the next iteration
}

Next.

                cout<<"|"<<board[0]<<"|"<<board[1]<<"|"<< board[2]<<"|"<<endl;
                cout<<"-------"<<endl;
                cout<<"|"<<board[3]<<"|"<<board[4]<<"|"<< board[5]<<"|"<<endl;
                cout<<"-------"<<endl;
                cout<<"|"<<board[6]<<"|"<<board[7]<<"|"<< board[8]<<"|"<<endl<<endl;

This can be written much more concisely with a for loop (I'll let you do that as an exercice). Imagine trying to print a board of an arbitrary size, say, 20x20. Are you going to copy that code 20 times? How many errors would you make doing so? Copy-pasting code is a big no-no. Anytime you find yourself writing the same thing over and over, think how you could write it only once and use loops, functions or data structures to automate the repetition for you.

  • 0

And sorry for not using a 2D array. This is because of the:

turn=board[input];

int row;
int col;
cout << "\n Row: ";
cin >> row;
cout << "\n Column: ";
cin >> col;

gameBoard[row][col] = turn;

There are ways to improve this but this is the simplest to understand.

  • 0

There is a reason to use the for loop by my program. And i don't use a 2D array, because of the construction of the code. And i use board[8], because it has 9 values in it, because it starts from 0 and ends with 8 like board[0] to board[8].For the board i find the idea for making it with a loop interesting. This will make the code cleaner an faster. For now i haven't used a loop for the board, but i will. Now i will show you the source code. It works really good. I don't tracked bugs in it. This is the code without AI. And it's just 36 lines of code :) . I think the checking for who wins isn't really good made.

#include <iostream>
#include <string>
using namespace std;
char board[8];
char turn='X';
int input;

int main()
{
	for (int moves=0; moves<10; moves++)
	{
		cout<<"|"<<board[0]<<"|"<<board[1]<<"|"<<board[2]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[3]<<"|"<<board[4]<<"|"<<board[5]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[6]<<"|"<<board[7]<<"|"<<board[8]<<"|"<<endl<<endl;
		input:
		cout<<"Input:";
		cin>>input;
		if(input!=0||input!=1||input!=2||input!=3||input!=4||input!=5||input!=6||input!=7||input!=8)
			goto input;
		if(board[input]=='X'||board[input]=='O')
			goto input;
		board[input]=turn;
		if (turn=='X')
		{
			turn='O';
		}
		else
		turn='X';
	}
	if(board[0]=='X'&&board[1]=='X'&&board[2]=='X'||board[3]=='X'&&board[4]=='X'&&board[5]=='X'||board[6]=='X'&&board[7]=='X'&&board[8]=='X'||board[0]=='X'&&board[3]=='X'&&board[6]=='X'||board[1]=='X'&&board[4]=='X'&&board[7]=='X'||board[2]=='X'&&board[5]=='X'&&board[8]=='X'||board[0]=='X'&&board[4]=='X'&&board[8]=='X'||board[2]=='X'&&board[4]=='X'&&board[6]=='X')
		cout<<"Congratulations, X won.";
	if(board[0]=='O'&&board[1]=='O'&&board[2]=='O'||board[3]=='O'&&board[4]=='O'&&board[5]=='O'||board[6]=='O'&&board[7]=='O'&&board[8]=='O'||board[0]=='O'&&board[3]=='O'&&board[6]=='O'||board[1]=='O'&&board[4]=='O'&&board[7]=='O'||board[2]=='O'&&board[5]=='O'&&board[8]=='O'||board[0]=='O'&&board[4]=='O'&&board[8]=='O'||board[2]=='O'&&board[4]=='O'&&board[6]=='O')
		cout<<"Congratulations, O won.";
}

int row;
int col;
cout << "\n Row: ";
cin >> row;
cout << "\n Column: ";
cin >> col;

gameBoard[row][col] = turn;

There are ways to improve this but this is the simplest to understand.

Good idea, but 2 inputs for just one move? And i thinked to make it in this way, but there are some reasons why.

  • 0

Your program doesn't work at all, and you have no way of knowing other than debugging (which you're probably not familiar with), because the board isn't printed after each move (there's a bug preventing it). If you did, you would see that nothing ever changes on the board. The game continues forever.

This is because one of your goto label "input" has the same name as one of your variables ("input"). For some reason ( I've never seen that one before :blink: ) it screws up the value of that variable, so it's never a valid value. So you just ask for user input indefinitely without ever updating the board.

You could fix it by renaming your goto label, but instead, stop using gotos. You can achieve what you want using a while loop instead. Gotos lead to code that is difficult to understand and modify, and to subtle bugs like what I just described.

And i use board[8], because it has 9 values in it, because it starts from 0 and ends with 8 like board[0] to board[8]
board[8] accesses the 9th value in the array, yes. However, when you declare the array, the number is not an array index. It is the size of the array. You must put 9 there, otherwise your code will crash when you try to access the 9th value.

Think how you could make your "ifs" much, much shorter. Hint: use boolean variables and for loops.

  • 0

Your program doesn't work at all, and you have no way of knowing other than debugging (which you're probably not familiar with), because you don't print the board after each move. If you did, you would see that nothing ever changes on the board. The game continues forever.

This is because one of your goto label "input" has the same name as one of your variables ("input"). For some reason ( I've never seen that one before :blink: ) it screws up the value of that variable, so it's never a valid value. So you just ask for user input indefinitely without ever updating the board.

You could fix it by renaming your goto label, but instead, stop using gotos. You can achieve what you want using a while loop instead. Gotos lead to code that is difficult to understand and modify, and to subtle bugs like what I just described.

board[8] accesses the 9th value in the array, yes. However, when you declare the array, the number is not an array index. It is the size of the array. You must put 9 there, otherwise your code will crash when you try to access the 9th value.

Think how you could make your "ifs" much, much shorter. Hint: use boolean variables and for loops.

Sorry for this. Now it's fixed. And i fixed it with debugging. I know how to debug.

#include <iostream>
#include <string>
using namespace std;
char board[8];
char turn='X';
int input;

int main()
{
	for (int moves=0; moves<10; moves++)
	{
		cout<<"|"<<board[0]<<"|"<<board[1]<<"|"<<board[2]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[3]<<"|"<<board[4]<<"|"<<board[5]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[6]<<"|"<<board[7]<<"|"<<board[8]<<"|"<<endl<<endl;
		/*for(int boardParts=0; boardParts<10; boardParts++)
		{
			cout<<"|"<<board[boardParts];
		}*/
		input:
		cout<<"Input:";
		cin>>input;
		if(input==0||input==1||input==2||input==3||input==4||input==5||input==6||input==7||input==8)
		{
		}
		else
			goto input;
		if(board[input]=='X'||board[input]=='O')
			goto input;
		board[input]=turn;
		if (turn=='X')
		{
			turn='O';
		}
		else
		turn='X';
	}
	if(board[0]=='X'&&board[1]=='X'&&board[2]=='X'||board[3]=='X'&&board[4]=='X'&&board[5]=='X'||board[6]=='X'&&board[7]=='X'&&board[8]=='X'||board[0]=='X'&&board[3]=='X'&&board[6]=='X'||board[1]=='X'&&board[4]=='X'&&board[7]=='X'||board[2]=='X'&&board[5]=='X'&&board[8]=='X'||board[0]=='X'&&board[4]=='X'&&board[8]=='X'||board[2]=='X'&&board[4]=='X'&&board[6]=='X')
		cout<<"Congratulations, X won.";
	if(board[0]=='O'&&board[1]=='O'&&board[2]=='O'||board[3]=='O'&&board[4]=='O'&&board[5]=='O'||board[6]=='O'&&board[7]=='O'&&board[8]=='O'||board[0]=='O'&&board[3]=='O'&&board[6]=='O'||board[1]=='O'&&board[4]=='O'&&board[7]=='O'||board[2]=='O'&&board[5]=='O'&&board[8]=='O'||board[0]=='O'&&board[4]=='O'&&board[8]=='O'||board[2]=='O'&&board[4]=='O'&&board[6]=='O')
		cout<<"Congratulations, O won.";
	cin.get();
	return 0;
}

The solution was transforming:

if(input!=0||input!=1||input!=2||input!=3||input!=4||input!=5||input!=6||input!=7||input! 
=8) 
      goto input;

to this:

if(input==0||input==1||input==2||input==3||input==4||input==5||input==6||input==7||input==8)
		{
		}
		else
			goto input;

I don't know why it worked. I thing some problem with the != operator? And i has a bug at the end. When i fix all bugs i will post the code.

  • 0

Good idea, but 2 inputs for just one move? And i thinked to make it in this way, but there are some reasons why.

You can always have them input a string then convert each char in the string to an int.

Don't use gotos.

Your empty if is the same as:

if (input <= 8 && input >= 0) { /*do nothing*/ }

which is entirely pointless. If you just want the else statement then check for the else conditions only.

  • 0

There is a bug. I will not work until you delete the:

if(input!=0||input!=1||input!=2||input!=3||input!=4||input!=5||input!=6||input!=7||input!=8)
      goto input;

I am thinking why it executes the goto then the if isn't true.

Don't use the same name for the goto label as you are for the variable name. Even if it doesn't cause a flaw it's confusing to look at. :)

if ((input < 0) || (input > 8))
   goto labelName;

Better yet, try to rewrite it without the "goto." It's an evil thing. :)

  • 0

#include <iostream>
#include <string>
using namespace std;
char board[8],desizion;
char turn='X';
int input;

void assigning()
{
board[0]=' ';
board[1]=' ';
board[2]=' ';
board[3]=' ';
board[4]=' ';
board[5]=' ';
board[6]=' ';
board[7]=' ';
board[8]=' ';
turn='X';
}
int main()
{
	for (int moves=0; moves<9; moves++)
	{
		cout<<"|"<<board[0]<<"|"<<board[1]<<"|"<<board[2]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[3]<<"|"<<board[4]<<"|"<<board[5]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[6]<<"|"<<board[7]<<"|"<<board[8]<<"|"<<endl<<endl;
		/*for(int boardParts=0; boardParts<10; boardParts++)
		{
			cout<<"|"<<board[boardParts];
		}*/
		input:
		cout<<"Input:";
		cin>>input;
		if(input==0||input==1||input==2||input==3||input==4||input==5||input==6||input==7||input==8)
		{
		}
		else
			goto input;
		if(board[input]=='X'||board[input]=='O')
			goto input;
		board[input]=turn;
		if (turn=='X')
		{
			turn='O';
		}
		else
		turn='X';
		if(board[0]=='X'&&board[1]=='X'&&board[2]=='X'||board[3]=='X'&&board[4]=='X'&&board[5]=='X'||board[6]=='X'&&board[7]=='X'&&board[8]=='X'||board[0]=='X'&&board[3]=='X'&&board[6]=='X'||board[1]=='X'&&board[4]=='X'&&board[7]=='X'||board[2]=='X'&&board[5]=='X'&&board[8]=='X'||board[0]=='X'&&board[4]=='X'&&board[8]=='X'||board[2]=='X'&&board[4]=='X'&&board[6]=='X')
		{
			cout<<"Congratulations, X won.";
			break;
		}
		if(board[0]=='O'&&board[1]=='O'&&board[2]=='O'||board[3]=='O'&&board[4]=='O'&&board[5]=='O'||board[6]=='O'&&board[7]=='O'&&board[8]=='O'||board[0]=='O'&&board[3]=='O'&&board[6]=='O'||board[1]=='O'&&board[4]=='O'&&board[7]=='O'||board[2]=='O'&&board[5]=='O'&&board[8]=='O'||board[0]=='O'&&board[4]=='O'&&board[8]=='O'||board[2]=='O'&&board[4]=='O'&&board[6]=='O')
		{
			cout<<"Congratulations, O won.";
			break;
		}
	}
	cout<<"Do you want to continue:";
	cin>>desizion;
	switch (desizion)
		case 'y':
			//assigning();
		case 'Y':
			//assigning();
		default:
			break;
	cin.get();
	return 0;
}

This should comply and work. And the array has 9 elements belive me. It can fill the whole board. And i have a question: There is a function assigning. I think i don't speal it correctly, but it generates a bug when i run it in the switch in the end of the program. Why?

PS: The function isn't complete.

Don't use the same name for the goto label as you are for the variable name. Even if it doesn't cause a flaw it's confusing to look at. :)

if ((input < 0) || (input > 8))
   goto labelName;

Better yet, try to rewrite it without the "goto." It's an evil thing. :)

Yes it's confusing you are right.I think rewriting isn't nessecerly, but renaiming the input from goto input is nessecerly.

  • 0
And the array has 9 elements belive me. It can fill the whole board.
:laugh: Your program doesn't crash but only because C++ lets you read and write outside the bounds of an array. Actually, try this:

char board[8];

board[20] = 'x'; // impossible! 
cout << board[20]; // yet this works!

and that should probably work! ... but maybe not. Read/write operations outside the bounds of an array are a C/C++ specialty: undefined behavior. It might work, or it might not. It might crash your program or do anything. If you were using a nice language like the aforementionned Smallbasic, the runtime would tell you clearly that you can't do that. C++ is much more evil. It lets you do things that make no sense and doesn't even bother to tell you.

Your array contains 8 elements. :devil:

And i have a question: There is a function assigning. I think i don't speal it correctly, but it generates a bug when i run it in the switch in the end of the program. Why?
You must add a "break;" instruction inside each "case" statement, otherwise execution continues to the next case statement.
  • 0

:laugh: Your program doesn't crash but only because C++ lets you read and write outside the bounds of an array. Actually, try this:

char board[8];

board[20] = 'x'; // impossible! 
cout << board[20]; // yet this works!

and that should probably work! ... but maybe not. Read/write operations outside the bounds of an array are a C/C++ specialty: undefined behavior. It might work, or it might not. It might crash your program or do anything. If you were using a nice language like the aforementionned Smallbasic, the runtime would tell you clearly that you can't do that. C++ is much more evil.

Your array contains 8 elements. :devil:

You must add a "break;" instruction inside each "case" statement, otherwise execution continues to the next case statement.

I saw how to fix the switch. I forgot the {} betwen the 2 case and default so {2 case and default}. It should look like this. And see deaper in the code. the impossible is possible xD. Ok not what you pointed there, but this:

board[0]

board[1]

board[2]

board[3]

board[4]

board[5]

board[6]

board[7]

board[8]

You can assign the a value. See in the code when you input something and then it assings it X or O. And i have a new better code for the program. I've tested it and it works prety good. I haven't tracked an error.

#include <iostream>
#include <string>
using namespace std;
char board[8],desizion;
char turn='X';
int input;

void assigning()
{
board[0]=' ';
board[1]=' ';
board[2]=' ';
board[3]=' ';
board[4]=' ';
board[5]=' ';
board[6]=' ';
board[7]=' ';
board[8]=' ';
turn='X';
}
int main()
{
	start:
	for (int moves=0; moves<9; moves++)
	{
		cout<<"|"<<board[0]<<"|"<<board[1]<<"|"<<board[2]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[3]<<"|"<<board[4]<<"|"<<board[5]<<"|"<<endl;
		cout<<"-------"<<endl;
		cout<<"|"<<board[6]<<"|"<<board[7]<<"|"<<board[8]<<"|"<<endl<<endl;
		/*for(int boardParts=0; boardParts<10; boardParts++)
		{
			cout<<"|"<<board[boardParts];
		}*/
		input:
		cout<<"Input:";
		cin>>input;
		if(input==0||input==1||input==2||input==3||input==4||input==5||input==6||input==7||input==8)
		{
		}
		else
			goto input;
		if(board[input]=='X'||board[input]=='O')
			goto input;
		board[input]=turn;
		if (turn=='X')
		{
			turn='O';
		}
		else
		turn='X';
		if(board[0]=='X'&&board[1]=='X'&&board[2]=='X'||board[3]=='X'&&board[4]=='X'&&board[5]=='X'||board[6]=='X'&&board[7]=='X'&&board[8]=='X'||board[0]=='X'&&board[3]=='X'&&board[6]=='X'||board[1]=='X'&&board[4]=='X'&&board[7]=='X'||board[2]=='X'&&board[5]=='X'&&board[8]=='X'||board[0]=='X'&&board[4]=='X'&&board[8]=='X'||board[2]=='X'&&board[4]=='X'&&board[6]=='X')
		{
			cout<<"Congratulations, X won.";
			break;
		}
		if(board[0]=='O'&&board[1]=='O'&&board[2]=='O'||board[3]=='O'&&board[4]=='O'&&board[5]=='O'||board[6]=='O'&&board[7]=='O'&&board[8]=='O'||board[0]=='O'&&board[3]=='O'&&board[6]=='O'||board[1]=='O'&&board[4]=='O'&&board[7]=='O'||board[2]=='O'&&board[5]=='O'&&board[8]=='O'||board[0]=='O'&&board[4]=='O'&&board[8]=='O'||board[2]=='O'&&board[4]=='O'&&board[6]=='O')
		{
			cout<<"Congratulations, O won.";
			break;
		}
	}
	cout<<"Do you want to continue:";
	cin>>desizion;
	switch (desizion)
	{		
		case 'y':
			assigning();
		goto start;
		case 'Y':
			assigning();
			goto start;
		default:
			break;
	}
	cin.get();
	return 0;
}

Now i will try to make the AI.

PS: I have tried to make the board with a loop, but i don't know how to add the new lines.

  • 0
board[0]

board[1]

board[2]

board[3]

board[4]

board[5]

board[6]

board[7]

board[8]

You can assign the a value. See in the code when you input something and then it assings it X or O. And i have a new better code for the program. I've tested it and it works prety good. I haven't tracked an error.

You cannot assign a value. It works BY CHANCE: writing outside the bounds of an array is UNDEFINED BEHAVIOR. What is undefined behavior? It's doing things that compile and run, but don't make any sense in the C++ language. Undefined behavior might:

- Do what you want

- Crash your program

- Introduce subtle bugs

- Format your hard drive

- Dump all your porn to the school printer

- Go back in time and make sure your parents never met each other

In your case, you are LUCKY so it's doing what you want. But instead of pushing your luck, you could just as well write:

char board[9];

And have C++ guarantee to you that this:

board[8] = value;

is, in fact, defined behavior.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Microsoft Teams is getting a controversial location tracking feature that users may hate by Usama Jawad Image generated with Microsoft Copilot Earlier this year, Microsoft planned to roll out a controversial location tracking feature in Teams, but following customer feedback, it decided to delay its release. The bad news is that the company has decided to launch it later this year, but it's based on roughly the same design that was shared earlier, which means that many users still have good reason to worry. Basically, Microsoft Places and Teams have received workplace check-ins via Wi-Fi. The idea is that if an employee arrives at the office and connects to their enterprise network, their profile status indicator will show them as being present in the office. For example, if you arrive at work, open Teams on your PC, and connect to the "Studio B" company Wi-Fi network, your Teams profile will indicate that you are present in "Studio B", as shown below: Microsoft says that this feature is basically a replacement for physical workplace check-in peripherals, it reduces the need to manually update your status, and it also enables co-workers to know that you're at work so that they can coordinate in-person meetings with you. IT admins can enable this workplace check-in capability at a tenant level, and users have the ability to control whether they want to enable it or not. Of course, all of that sounds great on paper, but naturally, many Teams customers may still have concerns, as they did before. This is because it enables your reporting manager and other members of the organization to track if you are at the office, when you arrive at the office, and where you are right now. This could be problematic for people who work in what they consider to be flexible work environments or hybrid setups, and this kind of location tracking could be considered an invasion of privacy. Microsoft has tried to alleviate some of these concerns by letting users know that they can manually set their location easily, which essentially overrides workplace check-in if they feel uncomfortable with it. However, that doesn't really solve the problem because your organization could enforce a workplace policy that mandates that this feature remains enabled. The Redmond tech giant has also assured users that this capability does not store historical data and is only a real-time indicator of location. Finally, it only generates a signal when you connect to a corporate network, which means that if you are working from home and connect your PC to your personal Wi-Fi, it won't broadcast your location to your employer; you will simply be shown as "Remote". Microsoft has encouraged IT admins to prepare for this change and begin informing users so they know what to expect once it begins rolling out later this year.
    • Wow, Microsoft IS cooking lately... This only shows that they COULD improve, they just chose not to for whatever reasons. That obsession with AI was destroying them from the inside out.
    • BATorrent 4.1.0 by Razvan Serea BATorrent is a lightweight, open-source BitTorrent client built with modern C++ and Qt 6, offering a clean, fast, and privacy-focused alternative to traditional torrent apps. It supports magnet links, .torrent files, resume data, sequential downloading, per-file priorities, and even imports from qBittorrent. Power users benefit from integrated RSS auto-download with regex filtering, duplicate detection, and automatic tracker lists from Stremio. Streaming is seamless thanks to auto-detected players like VLC and IINA. BATorrent includes robust VPN tools—interface binding, auto-detection for WireGuard-based services like Mullvad and NordLynx, kill switch, proxy support, and IP filtering. A full WebUI enables remote control, while integrations with Plex, Jellyfin, and Emby automate library updates. With themes, speed scheduling, system-tray alerts, and cross-platform support for Windows, Linux, and macOS, BATorrent delivers a polished, high-performance torrenting experience. BATorrent features: Core .torrent file and magnet link support Resume data — picks up where you left off after restart Import torrents from qBittorrent Create .torrent files from any file or folder Sequential download mode Per-file priority control (skip, low, normal, high) Seed ratio limits with auto-pause DHT, PEX, UPnP, NAT-PMP RSS Auto-Download Subscribe to RSS feeds — automatically download new torrents as they appear Regex filters — match only what you want (e.g. 1080p|720p, S01E\d+) Per-feed settings — custom save path, check interval (5–1440 min), enable/disable Auto-download — matched items are downloaded automatically in the background Supports magnet links, .torrent URLs, and tags Tray notifications when items are auto-downloaded Duplicate detection — never downloads the same item twice Stremio Stremio Addon System pre-installed — works out of the box Auto tracker list from ngosang/trackerslist Streaming Play while downloading — stream video files before the download is complete Supports mp4, mkv, avi, mov, wmv, flv, webm, m4v, ts Auto-detects installed players (VLC, IINA, system default) VPN & Privacy Interface binding — lock torrent traffic to a specific network interface (e.g. tun0) Auto VPN detection — identifies VPN interfaces (tun, tap, WireGuard, Mullvad, NordLynx, ProtonVPN) Kill switch — automatically pauses all torrents if the VPN interface drops Auto-resume — resumes only the torrents paused by the kill switch when VPN reconnects Proxy support — SOCKS5 and HTTP proxy with optional authentication IP filtering — load P2P blocklists to block unwanted IP ranges Protocol encryption (enabled / forced / disabled) WebUI Remote management — control torrents from any browser at http://localhost:8080 REST API with JSON responses Add torrents via magnet link or .torrent upload Pause, resume, remove torrents remotely View peers and files per torrent Dark theme matching the desktop app HTTP Basic Auth with SHA-256 password hashing Configurable port and remote access (localhost vs 0.0.0.0) Interface 3 themes: Dark, Light, Midnight (bat/vampire aesthetic) Real-time speed graph Detailed panel with tabs: General, Peers, Files, Trackers Filter bar: search by name, filter by state (Active, Downloading, Seeding, Paused, Finished) Drag & drop .torrent files and magnet links Drag & drop reorder in torrent list System tray with notifications (download complete, kill switch events, RSS auto-downloads) Splash screen with bat animation Bilingual: English and Portuguese (BR), auto-detected from system locale Bandwidth Scheduler Alternative speed limits — set different download/upload limits on a schedule Time range — configure active hours (e.g. 01:00 to 07:00), supports overnight ranges Per-day control — choose which days of the week the schedule applies Automatically switches between normal and alternative speeds Media Server Integration Plex — automatically trigger library scan when a download completes Jellyfin / Emby — same automatic library refresh via API Configure server URL and authentication token/key in Settings System Cross-platform: Windows, Linux, macOS Auto-shutdown — automatically shut down PC when all downloads complete (60s cancellable countdown) Auto-update system (AppImage on Linux, installer on Windows, DMG on macOS) CLI arguments: pass .torrent files or magnet: URIs directly Keyboard shortcuts: Space to toggle pause, Ctrl+A to select all, Ctrl+O to open BATorrent 4.1.0 release notes: A community-driven release: everything here came straight from your reports and requests. It closes the remaining gaps with qBittorrent and fixes the Windows settings/tray/splash issues several of you hit. Fixed Settings now actually save. A whole class of preferences — speed limits (and the alternative limits), max active downloads, seed ratio, listen port, max connections, DHT/uTP/encryption, VPN interface, kill switch and proxy — weren't being persisted and reset to defaults on every launch. They now round-trip correctly. (Thanks to everyone who reported "the upload limit always goes back to 0".) Splash and tray toggles stick on Windows. Turning off the startup animation (or "close to tray") no longer reverts — the Windows registry stored these booleans as integers and the UI was misreading them. Close-to-tray hint. The first time the window hides to the tray you get a one-time notification, so the app doesn't look like it vanished (Windows 11 tucks new tray icons into the overflow). macOS Dock icon size. The icon filled its canvas edge-to-edge and rendered larger than neighbouring apps; it now uses the standard safe-area padding. Native file picker language. The "Torrent file / All files" filter in the open dialog follows the app language instead of being hard-coded. Added — qBittorrent parity Alternative speed limits toggle — a turtle button in the toolbar flips your throttled limits on/off instantly, independent of the scheduler. Follow system theme — switch light/dark automatically with the OS (Settings → Appearance). Pre-allocate disk space — reserve the full file size up front to reduce fragmentation (Settings → Downloads). Recheck data on add — optionally force a hash check when adding a torrent, so existing or partial files on disk are detected. Port status indicator — a 🔴 dot in the status bar shows whether your listen port looks reachable (UPnP/NAT-PMP + listen state; fully local, no external check). Add torrent from URL — File → Add torrent from URL (Ctrl+U) fetches a remote .torrent and routes it through the normal add dialog. Export .torrent — right-click a torrent → Export .torrent to save its metadata file. Already there (in case you missed it) Watch folder — auto-add .torrent files dropped into a monitored directory (Settings → Files). This release just surfaces it. Incomplete files already carry a .!bt suffix until they finish. Under the hood Regression tests for the settings-persistence and Windows boolean bugs. A new Qt Quick Test harness covering the startup splash and the design-system widgets. Download: BATorrent 4.1.0 | 37.5 MB (Open Source) Download: BATorrent Portable | 51.7 MB Links: BATorrent Website | Screenshot | Changelog Get alerted to all of our Software updates on Twitter at @NeowinSoftware
  • Recent Achievements

    • Very Popular
      AndrewSteel earned a badge
      Very Popular
    • Veteran
      Taliseian went up a rank
      Veteran
    • One Month Later
      Clizby earned a badge
      One Month Later
    • One Month Later
      Timaximus earned a badge
      One Month Later
    • Week One Done
      Timaximus earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      517
    2. 2
      +Edouard
      163
    3. 3
      PsYcHoKiLLa
      162
    4. 4
      Steven P.
      83
    5. 5
      ATLien_0
      78
  • Tell a friend

    Love Neowin? Tell a friend!