I've been working on an RPG now for a while and I use two of different serialization techniques. Enemies, Weapons, items are as saved as XML. Maps and events are saved as "controlled binary" (every ...
I am developing isometric 2D exploration game. At this moment I faced with a problem where game takes too much disk space. Game's world at this moment is about 1 square kilometer and it's about 50MB. ...
Currently I have 11 3d spheres created at runtime in my application. The application runs well as it is, but I'm anticipating some garbage collection hiccups due to camera panning. Would performance ...
I've seen people saying it's better and faster to use a custom binary format for your 3D models, based on your needs, instead of using exchange formats. But, I'd like to know how to create a basic ...
When distributing my game, I am going to compile all the resources and level data into a single binary package file, which is loaded from by the game. Do I have to worry about my machine being a ...
I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= ...
I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of ...
I'm implementing a custom binary protocol for a new multiplayer game I'm working on. Its a turn-based strategy game so timing doesn't really matter. I've currently got the basic data sync portion of ...