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 ...
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 ...
Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime. - Chinese Proverb I could ask what kind of data storage I should use for my actual project, but ...
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 ...
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 ...
I'm building a game where enemies come in waves. I want to create a file where I can define data about the waves (# of enemies, spawn times, speeds, etc.). I come from a background in iOS and would ...
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 ...
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 ...
I was looking around at this site about eight months ago and wish I saved the location of this topic but I was wondering the different map rendering styles that you can do in XNA. The one style I ...
so like the title says i'm trying to think of ways that i can basically improve my level/map data. Currently it's "alright" but i don't feel it's great. There's certain things that i'd like to-do to ...