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0
votes
1answer
75 views

How do I architect around Object Pools?

Example I have an "Enemy" class, and 5 types of enemy subclasses. These enemies will be spawn often, so I want to use an object pool. However, this means I can no longer use an object pool for ...
0
votes
1answer
47 views

Box2d linear velocity unit in AndEngine

I’m using AndEngine with Box2d for a game with many moving objects. I’m developing in iOS Sprite Kit simultaneously . in iOS Sprite Kit , I use, physicsBody.velocity The physics body’s ...
1
vote
1answer
56 views

Rendering order for units behind objects?

Im developing a 2D game with some fake 3D effects (parallell projection). 2D-units are able to walk in front of buildings aswell as behind them, although themselves being just 2d-objects. This leads ...
0
votes
1answer
103 views

Unit conversion for physics

I'm doing the physics for a 2D game which visuals are represented in openGl. Gravity is 9,8 m/s^2, how do i convert that to my screen size? OpenGl sets width to -1 to 1, and does aspect ratio of the ...
0
votes
1answer
1k views

Why would one bind several textures to the same OpenGL texture unit?

This OpenGL documentation article says you can bind 4 (=several) textures to texture units 0, 1, etc. This OpenGL documentation article too. I found in this Stack Overflow answer an example of why it ...
2
votes
1answer
65 views

Which part of MVC should be responsible for selecting a unit

Imagine a turn-based tile game, that generally looks like Heroes' combat view. Except for the fact a player can choose any of his units to command. Our team is implementing the game according to MVC ...
0
votes
0answers
71 views

What's the most efficient way to manage auras & buffs? [duplicate]

I would like to know, for a game that does NOT use a grid (1-dimensional movement, in fact); what is the cleanest way to manage buffs that change a unit's variables? My current system is going to be ...
0
votes
3answers
149 views

Calculate combat result between 2 units [closed]

I need to know the best way to calculate an outcome between 2 types of units. Each unit has 3 factors: Health, AttackPower, Defense There is also a last factor of anti-troop which says that one ...
2
votes
2answers
226 views

How to stack units in a tile based game?

I'm trying to make it so that no more than 5 units can be stacked on a tile. I have a Tile class that creates each tile's preferences. Should I store the units in an array or arraylist in this class?
5
votes
1answer
239 views

Unit selection circle

I do not know whether it's called a circle, or whether it's called a halo or whatever. But, I do know that I want to know what is the game development world term for this. So, how do we call it?
2
votes
1answer
268 views

Units of measurement in a tile world

I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world. What I need is that one tile in x or direction should correspond to ...
0
votes
3answers
109 views

initialising units' properties & upgrades

I'm making a RTS in which units can get several cyber-upgrades (individual, not as a global tech-tree upgrade like in most RTS games) before they're created. Now, I'm trying to decide how to do this, ...
3
votes
2answers
587 views

What is the metrics of vectors in XNA?

When exporting a model from 3ds Max as FBX to import it into XNA, what metrics should I choose to make 1 unit in 3ds Max equal to 1 unit in XNA? For example: I have a sphere model with 1m radius ...
11
votes
4answers
441 views

Fastest way to group units that can see each other?

In the 2D game I'm working with, the game engine is able to give me, for each unit, the list of other units that are in its view range. I would like to know if there is an established algorithm to ...
9
votes
2answers
622 views

Common pattern to scale “real units” to pixels?

This is a follow-up question to this other one. I would like to know if there is a common/typical/best pattern to scale my representation of the world (currently 160Kmx160Km) to fit it to the drawing ...