Values of qualitative or quantitative variables, belonging to a set of items.

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0
votes
0answers
26 views

Receive Game Server Data [closed]

I want to remake a game in its entirety, but still have it be able to connect and play on servers for the game. I don't think I have access to the code for the server, so I'd like to know if there's ...
0
votes
2answers
58 views

The best way to store and protect game data [duplicate]

I'm writing a sandbox-type game and i'm looking for a good way to store game data. I tryed Lua and plain text files, but the have a big minus - player can edit them his self! So how do I protect data ...
27
votes
3answers
4k views

For custom game engines, what should I do if my core data is malformed or missing?

I'm writing a custom engine for a game. I started this game well before I understood why I should use middleware instead, and it's too far along to rewrite. The vast majority of my data comes from ...
0
votes
1answer
35 views

How flat-file and databases compare in games development? [closed]

Typically games built with a goal of being easily modded often store data in plain text documents, such as Rimworld. I can't see why an entire database system would be implemented just to read a few ...
-1
votes
2answers
96 views

Most Efficient Way to Store player stats/data in Unity C#?

I am looking at storing player data in Unity from a script that I'm writing in C# and I would like to get an opinion on the best way to store the player's stats/data about the player like hours ...
1
vote
3answers
760 views

Saving/Loading PlayerPrefs only works in the editor

I'm creating a game which stores a few variables using PlayerPrefs. It saves and loads the PlayerPrefs perfectly fine while testing in the editor, however when I build it to WebGL or Unity Web Player, ...
0
votes
2answers
121 views

Backend for data-driven multiplayer game

I am working on a match-based (5v5) multiplayer steam game that is similar to TF2, LoL, Dota 2, etc. I am planning a data-driven approach where character/abilities/items/etc are defined in data ...
4
votes
2answers
168 views

RPG Data (Skills, Monsters, Items, Equippables)

I'm creating a simple RPG type game. I've dabbled with the idea of just loading all the skills, monsters, items and so on at once. However, to do that seems horrible wasteful since I would have ...
1
vote
0answers
33 views

How does this work? Data catching without displaying client [closed]

Alright so this is about a game, but more generally this can probably be done for all games, I just want to figure out how the application accomplishes it. So it's for a game called League of ...
0
votes
0answers
29 views

Unity – Recording data for a behavioral experiment?

I am conducting a study using Unity and Oculus Rift and I need to collect the data from my subject. My participant is moving in a 3D maze created in Unity and using the Oculus. At any given time, I ...
3
votes
4answers
2k views

Is it efficient to use lua to store game data?

I'm new to lua and I'm wondering, is it efficient to use lua to store game data (such as monster's description, spells). My problem is, when I try to create a monster object every second, I have to ...
1
vote
1answer
103 views

C++ : Library for creating 3d view picture [closed]

I've got a numerical simulation, where I have as an output 3d matrix of billion elements - the visualisation of data is 2d flat image: When I was starting I was just outputting 2d data to gnuplot, ...
6
votes
1answer
196 views

How can I minimise data sent through a network in a modern FPS?

I am aware of snapshot interpolation with the use of delta compression as being a technique used to minimise the amount of data sent in a modern FPS game like Quake 3, but what other techniques are ...
23
votes
7answers
8k views

Would it be better to use XML/JSON/Text or a database to store game content?

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 ...
0
votes
1answer
120 views

Sending block chunks through TCP

I am creating a 'Minecraft clone' and the game is going to be only multiplayer. I currently have a limited world (it's not going to be infinite) that is 512 chunks. Each chunk is 16(X) * 16(Z) * ...
1
vote
1answer
221 views

Server/Client architecture

I have high experience In Java and Networking. Our team have built a effective server that can create thread-pools managing many players. But we have hit a brick-wall. The way our server works is that ...
8
votes
3answers
9k views

How to handle a Block World like Minecraft

I want to write a simple game with a block world like in Minecraft. My theoretical question is what is the best way to handle this block informations during playing. My first Idea was a huge array but ...
2
votes
2answers
671 views

Best practice to implement persistent data when using Tiled TMX map files?

A friend of mine and I are always talking about our current progress in learning game development. Recently, saving the game (data persistence) came up, and when I summarized how I tackled that for my ...
0
votes
1answer
55 views

EXE-ifying custom levels/scripts/graphics/music

My game is pretty much just a game-builder, where you create your own levels, scripts, graphics, music etc. and the game just loads them from a file you tell it. But how would I make it so the user ...
28
votes
5answers
4k views

How can I protect my save data from casual hacking?

What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++. I'm looking for something that is fast and easy to use. I'm only concerned ...
0
votes
5answers
96 views

How should data about past interactions be stored?

I have been developing a text-based rpg in C++, using sqlite as my database. When it comes to interactions that change the world around the player in some permanent fashion I have been unable to find ...
0
votes
1answer
26 views

How do I store game data with cookies?

Im working on a game right now, but I was wondering how I would store the game data in cookies(in javascript) where you can load it up, and resume the last spot you were at. I was looking at some ...
1
vote
1answer
127 views

Efficient way to store information about neighbour chunks

I've finally managed to implement an infinite chunk loading system for my voxel engine. Since every chunk needs to have information about the border of the neighbouring chunks, I need to access them ...
15
votes
2answers
2k views

Does Steam provide persistent data storage to developers?

Does Steam provide persistent data storage (for custom data) to developers? For example, would an online shooter be able to store player statistics (kills, matches, player deaths, etc.) on Steam ...
0
votes
0answers
20 views

When saving data locally for a mobile game, how to protect it? [duplicate]

I am designing a mobile (iOS/Android) game and I try to save data (such as levels, coins, status) in local files. In this way, I am concerning a case that someone can just copy these files and give ...
1
vote
0answers
116 views

server/client architecture, how to combine physics data, scene graph and database over the network?

I'm writting a C++ server and a C++ client for a rpg game. The client is using OpenSceneGraph for rendering the 3D. RakNet is used for communication between the client and server. At this time, the ...
92
votes
12answers
10k views

What data-type should I use for in-game currency?

In a simple business simulation game (built in Java + Slick2D), should a player's current amount of money be stored as a float or an int, or something else? In my use-case, most transactions will use ...
2
votes
4answers
249 views

How can I avoid sending the full game state so often?

I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...
0
votes
1answer
104 views

How to detect if players alter game files and stop them from entering the game server [duplicate]

as the question says. how can i check if a player modifies a file such as maps or spells in my rpg games that will be located as "/cache/spells", "/cache/maps" or "/cache/entities" and you get the ...
1
vote
0answers
190 views

How can I convert between float3 and float2 in HLSL?

I want to offload some 3D calculations to the GPU without raising my requirements to DX10. Specifically, I am generating densities in 64x64x64 3D blocks, which fit nicely into 512x512 2D textures. I ...
3
votes
2answers
3k views

2D Collision masks for handling slopes

I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been ...
0
votes
3answers
310 views

Is it worth it to encrypt data?

I am using Java to write a moderately simple video game and I need to transfer some large files (edit: Live game data and possibly assets.) between the client and the server. I need to decide whether ...
1
vote
1answer
175 views

Does compressing data before transfer make a game run faster?

I want to make my game as fast as possible as it is real time and fast paced. I have already decided to encrypt my data here and I was wondering whether compressing it would be faster for the client ...
6
votes
4answers
1k views

Best practices for periodically saving game state to disk

I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their ...
0
votes
2answers
88 views

most effective storage of logged information [closed]

I am currently implementing basic logging of information on my multiplayer game and I want to have the most effective method. To log when a player connects and disconnects to a the server it ...
0
votes
1answer
48 views

What data to store along a vertex

Is there any other recommended data I should store in the vertex buffers aside from a vertex' coordinates, normals and texture coordinates? For example data I'd need for a feature that almost every ...
0
votes
2answers
115 views

How can I read a portion of one Minecraft world file and write it into another?

I'm looking to read block data from one Minecraft world and write the data into certain places in another. I have a Minecraft world, let's say "TemplateWorld", and a 2D list of Point objects. I'm ...
0
votes
0answers
72 views

Drawing pathmap [Solved]

I am developing an editor for my game and I like to implement something like this (screenshot from wc3 editor): (I need the pathmap) I have one implementation already, I just store in chunk renderer ...
2
votes
2answers
244 views

How to manage Areas/Levels in an RPG?

I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My ...
1
vote
2answers
511 views

In Android, is saving game data in a binary file a good approach?

I am nearly finished with my Android game, but I want to make sure my save format is good. I am working on a fairly large game, so data such as high scores, stars, etc. are stored for around 80 ...
1
vote
1answer
314 views

Data Locality and Polymorphism [closed]

I've been reading over the various chapters available at http://gameprogrammingpatterns.com, and in particular his chapter over Data Locality(http://gameprogrammingpatterns.com/data-locality.html) has ...
33
votes
6answers
10k views

What is a good file format for saving game data? [closed]

I need to save some custom game data. Map, player, etc. All of them will have "sub objects". For example, a map and map will have an "array" of tiles. ie, hierarchical data. Hopefully nothing ...
6
votes
3answers
912 views

Managing Voxel Data

I've been programming in C++ as a hobby for about 4 months now, and I've really loved creating stuff using voxels. I wrote a "game" (More of just a personal challenge, as I really only did the ...
0
votes
1answer
100 views

Map editor undo function - Not actually setting values to tiles

I'm currently attempting to implement an undo/redo function for my map editor for a tile-based 2D platformer game made with XNA. I've found a lot of resources online about this and decided to try to ...
18
votes
6answers
6k views

Separating game data/logic from rendering

I'm writing a game using C++ and OpenGL 2.1. I was thinking how could I separate the data/logic from rendering. At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
1
vote
1answer
1k views

How to check metadata stored in FBX files?

Is there a way to check and edit metadata information stored in FBX files? I'm using 3ds Max's fbx exporter. Can this be done with it or is there any other tool for that? For example: adding name, ...
-1
votes
1answer
520 views

How do other 2d tile-based web games record their overworld data?

I'm developing a 2d (top down) tile-based strategy game that is web based. It uses PHP and a MYSQL database along with jquery. It was originally a mostly text-based game. I have since developed what I ...
2
votes
2answers
491 views

Unlimited inventory system?

I am working on a small game, I need to add an unlimited inventory to the game but I am not sure how to do it. I have an inventory system with a specific amount of slots, here it is: <?xml ...
3
votes
1answer
970 views

Entity property system

In lieu of a typical implementation of entity-component systems, I've gone the data-oriented route described by Jason Gregory in Game Engine Architecture. This works really well for common properties ...
-2
votes
1answer
127 views

Safest place to store data [closed]

What is safest possible way to store data? Specific directory? (De-)hashing method? Specific permissions? Let say I have file *.txt file; the only *.txt file. I have there important data. What can I ...