In the game I am working on, many of my tiles must have special attributes (such as triggers when the player steps on them). I was wondering if it would be bad practise to create an object for every ...
I'm creating a 2-dimensional, turn-based strategy game using c++ and SFML-2.0. Movement is distance-based rather than grid-based, with several different triangle-shaped pieces that, on a given turn, ...
I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up: Suppose hypothetically I ...
I'm building a game using SFML, with disconnected logic & screen systems that run on different threads and communicate through synchronised buffers. Now, this system worked perfectly well when I ...
I am developing a top down 'thing' in SFML and C++ and was wondering about how best to handle so called Entities in my game. An entity, for example is defined by me as an object in-game, such as a ...