Tagged Questions
6
votes
2answers
277 views
How to define areas filled with water?
I would like to enhance my little game engine with nice looking water simulation. To start working on that I need to find a proper way to represent water in the game. Unfortunately I don't know much ...
0
votes
1answer
223 views
What data structure should I use for a 3D platformer game?
I am developing a platformer game with XNA framework like Metroid but in 3D. Now I have to draw models and I have the question of the title. I read many post and I know that the main data structures ...
0
votes
1answer
141 views
Design patterns for effects between actors and technology
I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.)
Whilst working on the technology tree and how it affects actors ...
1
vote
2answers
618 views
Isometric game data structure and rendering
I'm starting development of a 2d isometric(tiled, roguelike) game and i'm brainstorming wich kind of data structure i would use to store runtime data like tiles and entities, but i don't want to use ...
4
votes
1answer
350 views
Is using a half-edge mesh structure feasible?
Is it feasible to use half-edge mesh in games instead of vertex-face structure? What comes to my mind is that it could be useful in mesh simplification (dynamic level of detail). But I'm worried it ...
7
votes
2answers
736 views
In a 2D tile-based game, how should NPCs and tiles reference each other?
I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles.
Now I want to put for instance NPCs that can move on the map.
What do you think is ...