Tagged Questions

Computer programming is the process of designing, writing, testing, debugging, and maintaining the source code of computer programs.

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0
votes
2answers
256 views

Ways to expose engine API for text-adventure games (XML, JS/DSL, …)

While developing an engine for text-adventures I'm still unsure how to expose the API it provides to the developers/writers. My two concepts for now are: Running a small JS engine which executes JS ...
0
votes
1answer
221 views

Implementing a FSM with ActionScript 2 without using classes?

I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has ...
3
votes
2answers
987 views

Essential 2D engine features [closed]

I have decided to make a simple engine for a new game I'm working on, and now, I'm wondering: what are the essential features of a 2D game engine? Or, a game engine in general?
1
vote
1answer
522 views

Implementing powerups for my Breakout clone

I'm making a simple Breakout clone in Python that will have very many powerups/powerdowns (so far I came up with 26). Some will affect the paddle (paddle missile, two paddles, short paddle, etc.), ...
5
votes
3answers
516 views

Game programming course materials: What should it include?

I am tasked to create the course materials for a game programming class, and I’d like your opinion on what aspects and areas of game programming, such as game state management, game object storing or ...
2
votes
1answer
249 views

How should bots be recognised in a game?

I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, ...
0
votes
1answer
418 views

How can I run a .jar file with XNA?

Could someone help me to develop a method to run any .jar file (with parameters) from in C# with XNA?
0
votes
4answers
787 views

Separating game logic from animation

For non-game applications the model-view-controller pattern is typical where data, logic, and visuals are separated. But for a game how would you architect the game logic and the animation system in ...
2
votes
4answers
496 views

'Real' AI that learns in games

In my work I analyze and design Evolutionary Algorithms (EAs), but for fun I'm learning game design, and, of course application of EAs in games. So I'm wondering if there have been any games where AI ...
3
votes
1answer
570 views

Design patterns in Game Physics

In the frames of a number crunching compatible programming language (say.. C++), what would be an elegant solution for adding self collision, external collision and integration step (Euler, etc.) ...
2
votes
2answers
762 views

How to implement physics and AoE spells in an MMO game?

I'm making a game which will be completely centered around PVP battlegrounds and arenas. Think something like WoW, but with the RPG part removed. There will just be a lobby, where you can join a ...
2
votes
3answers
398 views

C++ Namespace vs Reference passed around like crazy - Implement a quest journal

May sound funny, but that's what the question is about. Suppose you have this situation: http://i48.tinypic.com/whl6pk.jpg Red squares are data types. Hexagons are methods and Journal is the main ...
0
votes
2answers
4k views

Why is 3D game development supposed to be so hard? [closed]

This may be kind of a dumb question. I have little experience in programming and no experience in game programming. I've only done simple "if, then" programming and simple circuit board chip ...
0
votes
1answer
134 views

How do I implement a racing clock that shows elapsed time?

I'm wanting to make a old school timer like the picture below. How would I go about doing this in VD? I have tried it doing it with code bellow. The problem with this is that it starts with just ...
1
vote
5answers
1k views

Most efficient language for rewriting a tile-based board game as a video game? [closed]

I've been working on a hex-based board game. Every time I make changes, especially changes that require redesigning the map, it takes a good chunk of time and money. It might be more efficient to ...
35
votes
5answers
4k views

How to avoid the GameManager god object?

I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me ...
7
votes
2answers
2k views

Visually coding rpg dialog trees

I am currently using XML to create my dialog trees in my rpg, but doing this by hand for hundreds of different discussions can get very tedious very fast. I was wondering if there is any way I can ...
1
vote
0answers
134 views

Game Development Resources? [closed]

I want to make an iPhone game and I was wondering if somebody could point me to some resources. Before you rage and close this, I am not looking for just a tutorial on programming, I could just google ...
7
votes
2answers
3k views

Fastest way to draw small particles in opengl?

Quick question : Which is the fastest method to render a large array of 4x4/8x8 particles in opengl ? Currently i spend 2triangles for each one but i think that its slow so i would really like to know ...
10
votes
12answers
8k views

How can I make video games if I don't like programming? [closed]

I am studying C++ code in my school (my major is computer programming). Honestly, my grades are not so good, and assignments are really hard. Sometimes I feel sad that I will spend 8-10 hours per day ...
1
vote
2answers
840 views

How do I generate a random curve for landscape (like Worms)? [duplicate]

Possible Duplicate: How do I generate terrain like that of Scorched Earth? How can I generate Worms-style terrain? I must build random curve line for the 2D Game on the BitMap (like in ...
4
votes
1answer
313 views

How to program a cutting tool for 3D model in game

I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody ...
2
votes
1answer
1k views

Recent mainstream games written in pure C? not C++ what was/is the point? [closed]

Recent meaning the current decade. I had found this post http://gamedev.stackexchange.com/a/15403/6544 wasnt c++ adopted as the industry standard quite some time back. In what sort of situation does ...
5
votes
5answers
2k views

Do game studios hire people based on their math knowledge alone?

I have very little programming skills outside of very basic levels of Java, but I have excellent math and science knowledge. I was wondering what I could offer any potential team if I were to go into ...
5
votes
2answers
190 views

Are these non-standard applications of rendering practical in games?

I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods ...
7
votes
1answer
873 views

Problem with Update(GameTime) Methods and Pause implementation

I have the pause function implemented and it works correctly in that it dims the player screen and stops updating the gameplay. The problem is that GameTime continues to increase while it is paused, ...
7
votes
2answers
3k views

C++ entity component system framework [closed]

I have found several entity system frameworks for other languages besides C++, like Ash and Rush for ActionScript and Artemis for Java and C#. My question is whether there exists a framework like one ...
-1
votes
1answer
4k views

How to get started in Java Game Programming? [closed]

As I try to program a game, I can't do virtually anything(because I really don't know what do do although I know the basics in Java), except if I look at tutorials. I'd like to ask you, professional ...
0
votes
1answer
2k views

Is Goal-Oriented Action Planning (GOAP) a valid replacement for state machines outside the realm of AI?

I just learned about Goal-Oriented Action Planning (sources below) as used in AI programming. I'm making a state machine for a player-controlled character and was wondering if it can be replaced by a ...
15
votes
3answers
4k views

How to wire finite state machine into component-based architecture?

State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related ...
5
votes
2answers
385 views

Software engineering theory for hobbyist developers

In playing around with my hobby projects in various object oriented languages, I have realized that creating good class structure and program architecture is both crucial and not straightforward to ...
2
votes
1answer
1k views

How should I manage multiple entities?

Before I start making a game, I'm trying to figure out how I will manage things. One of the first things I'm not sure about is how to manage entities (enemy, player, projectile...) I'm going to be ...
5
votes
1answer
295 views

What's the right/standard way of achieving separation of concerns?

Some background: I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much ...
9
votes
1answer
788 views

How to represent cliff faces in terrain?

I'm trying to figure out the best way to programmatically represent terrain in my game. I've been considering using a heightmap (or grid of evenly spaced vertices) to represent the surface of the ...
24
votes
2answers
2k views

Is there a way to procedurally generate the history of a world?

I am somewhat intrigued by the diagram found here representing 1800 years of cultural history in an imaginary world some guy created. This sort of thing would seem to have strong applications for ...
3
votes
2answers
442 views

Programmatically drawing a “pencil” line or curve

If you look closely (scan it on a computer and zoon in) at a carbon pencil line you can see that there are differing shades of gray. I tried looking on the Internet for any kind of algorithm or ...
0
votes
2answers
404 views

What basic non-games related computer knowledge should a games programmer possess? [closed]

So the question will very likely need re-phrasing. I thought about asking this for a while, but held off because it's a tad vague. To explain - I have been a programmer for 4 years and only begun ...
-4
votes
1answer
939 views

should i use java or c#? [closed]

i know a similar question has been asked before but, my question is somewhat different. I have been learning C# for a few years but nothing in game making, more like applications and web like ...
9
votes
2answers
715 views

Implementing behavior in a simple adventure game

I've been entertaining myself lately by programming a simple text-based adventure game, and I'm stuck on what seems like a very simple design issue. To give a brief overview: the game is broken down ...
2
votes
1answer
1k views

C++/SDL Getting Multiple Bullets On-Screen

I've finally gotten this laser thing to work for my Space Shooter, and so far I've come across a slight problem. I've gotten the laser to position itself at the starting position correctly and move ...
18
votes
3answers
3k views

How does one do unit testing in a game engine?

Much to my shame, I have never written a proper unit test, only small unorganized test programs that I would then dispose of after the test succeeded. I don't really have a clear idea of how unit ...
19
votes
9answers
4k views

Is storing all game objects in a single list an acceptable design?

For every game I've made, I just end up placing all my game objects (bullets, cars, players) in a single array list, which I loop through to draw and update. The update code for each entity is stored ...
17
votes
7answers
1k views

How important do you find exception safety to be in your C++ code?

Every time I consider making my code strongly exception safe, I justify not doing it because it would be so time consuming. Consider this relatively simple snippet: Level::Entity* entity = new ...
5
votes
3answers
5k views

Should I use Game Engines to learn to make 3D games? [closed]

HI i am a software engineering student in his second-last year. I am proficient with C,C++,C# and java programming languages, and being a student of engineering I have studied calculus, vectors etc ...
3
votes
2answers
386 views

Bezier Curves for visual programming node connectors

Probably everyone is familiar with all kinds of visual node based programming tools like HLSL editor in Visual Studio 2011 or UDK engine Kismet/Material editors. My point of interest are the ...
2
votes
4answers
550 views

What is a right datatype in C++ for OpenGL scene representation with use of GLSL

I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, ...
-6
votes
5answers
623 views

Designing first game, deciding which language to use [closed]

Looking to make my first basic game (maybe some platformer) but haven't got across the "which language" barrier yet and hoping to get a few tips. I have basic knowledge of C++ and classes and can ...
3
votes
3answers
287 views

Should each UI screen contain the list of screens on the stack or should I use a manager class?

I have a Screen class that encapsulates the updating and rendering of several distinct states, such as the menu, gameplay, and credits. A stack of screens exists on which the screens themselves need ...
13
votes
2answers
713 views

How should I check if a player has completed an achievement?

I'm making an MMO game and I just got to a point where I need to implement achievements... How do I do that? The most straight forward thing to do would be to run this once every 100ms,: for a in ...
1
vote
2answers
572 views

Android pong clone, having trouble getting the paddle to stop at the screen edge

Well, I'm obviously very new to game dev and android. I've got a ball bouncing around (successfully detecting screen edge collision so that the bitmap stays within screen) and a paddle that the user ...