I'm working on a roguelike, and I think my A* algorithm is insufficient. My general algorithm for building the dungeon is: Place rooms Figure out which rooms should connect by a relative ...
I'm wondering what would be a clever way of making a layered menu system, in terms of what data structures to use. An example of what I mean: A unit has the ability to construct buildings, and to ...
So here's the situation. I'm making a game that mixes two genres; arcade shooter and puzzler. They don't intertwine TOO much; all the interaction that really goes on is that every time an enemy is ...
I am currently writing a top down man vs robot shooter. The game works now, but if I have a decent sized level it runs slowly when you are being chased by robots. While just roaming around it can go ...
... or better yet, removing the need to search the map altogether. I'm either looking for suggestions on how to optimize my code, or a change in design. In my component-based entity system, the ...