Typically in C++ game development speed is valued over encapsulation, you therefore see a ton of publicly accessible class members which really shouldn't be public. I seem to find in most cases that ...
I want to make objects in a side project interatible with each other. For this, I want to be able to create rules so "Collisions" (Interactions) can be recognised by testing the rules. The rules ...
I actually just started tracing (thanks David Young for the nomenclature correction) a couple of new web-based games for Facebook a few weeks ago and I have just been inundated with mental blocks and ...
I have a few books on Design Patterns, and have read some articles, but cannot intuitively figure out which programming design patterns would be useful in game development. For example, I have a book ...
I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at ...
Many of the more diligent software developers I know are moving to inversion of control and dependency injection to handle references to objects. Coming from a Flash games perspective I don't know all ...
I've made a couple of games now. Starting from basic hobbyist projects like snake , I advanced into platform based games, board games, turn based games. While doing the latter of these projects I had ...
I really want to get access to some images of MUD (multi user domain/multi user dungeon) OLC (mud OnLine Creation), to use the structure of npcs/mobs/characters/areas/rooms that muds use on my own ...
I know that having global variables or singleton classes creates cases that can be difficult to test/manage and I have been busted in using those patterns in code but often times you gotta ship. So ...