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Assets such as sound, video, models, and textures are a majority of the download and for each of these assets there are multiple versions. These multiple versions are to support various graphic options. By sending the assets needed for a low graphics option first (which also happen to be the smallest ones). You have everything you need to play the game ...


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I once implemented this for MMOs. One weekend while attempting to install WOW for my daughter took 48 elapsed hours, (patches, download errors, etc.) so I decided to make my own better solution. The game usually needs say 10 GB of data before it will run. Not all files are actually needed right away, but games used to wait until all files were locally ...


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Basically, you'll need some kind of container or collection to hold all entities. Then create some spawn or factory function to actually add them. When drawing (or updating) your game entities, you'll just iterate through this list and modify them accordingly. Here's some pseudo-code example: List<Entity> entities; function spawnEnemy(position pos) ...


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Your question is a bit wider than you exposed I think. Player and Map are two objects and should be thought as it. They are not different, from an engine point of view, of a ping-pong table or a flying toaster. That said the question is : how to make NORMAL objects findable and communicate? For a map / player relation I usually put responsability... on a ...


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Also in some games end-game world areas and files are delayed, only the mandatory areas are kept, and can also be installed while still playing the game.


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Extreme tl;dr Your goal as a game developer is to provide assets and a script that describes mechanics specific to your game so the Engine can preform game logic and present game assets (rendering graphics and playing sounds an music) in the appropriate way. For this purpose there are tutorials, examples and books online. There are hundreds of useful ...


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The engine is the underlying platform on which your game code sits. The purpose of the engine is to abstract the raw driver / dx / opengl API away from us and make it easier to work with. It merely acts as a "toolkit" on which we build our games. Languages (such unrealscript) are simply part of that toolkit and enable us to do what we need. Ok so for your ...



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