What's the appropriate way to define configuration settings of game objects for a proper code accessed via C++?
I defined a lot of configuration and settings of certain types of enemy characters inside header via #define similar to the following. // --- RULES --- #define MAX_INC_ATTACK_POINT 50 #define ...
Possible Duplicate: How to choose how to store data? The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ ...
Possible Duplicate: Would it be better to use XML/JSON/Text or a database to store game content? How to choose how to store data? When I look at games such as warcraft 3, or Diablo, or ...
Is there a way to setup an Android game project with a large assets during development to allow for fast testing/iteration?
I'm working on an Android port of an iOS game at the moment. I am using the Android NDK only (android_native_app_glue) in Eclipse (CDT + ADT). I am using the Android emulator, API 15 (but we are ...
Basically what I want to do is put a lot of different parameters in a text file I edit by-hand, to avoid recompiling. I'm using Ogre3D, so I'm using configfile, but it gets messed up, and I'm looking ...
This may be classed as a slightly subjective question but there is very little information on this at the moment, so I just thought I would ask here incase anyone has any experience with this. I am ...
I've seen a lot of games that define the entity components in script files, but when they configure each entity and specify what components it has, they use some other file format (like XML). Why do ...
TL;DR: Using CSS as an element in defining rulesets in Civ-style turn-based strategy games: Madness or just plain old insanity? Real question: Designing ruleset parse rules is a pain. Every single ...
I'm considering how to implement a component-based game, as that seems to be the hot thing and I like the idea of such a flexible design. One of the features of such a design is that adding new ...