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2

This is not a simple question - but the philosophy is simple - seek out like things and bundle them together so that the pipeline never starves for data nor stops to change gears. Secondly, do NOT create the same thing again and again - if you have a cube, build the vertex buffer and index buffer once - use instancing, and use the world matrix to change ...


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Currently I've been developing a game, which is an implementation of my application state management system - similar to how a game would be developed in C++. Basically. The entire game is run through index.php - and the Program class sets and changes the program state. Each state is its own abstract class with two primary functions. /* State Keys: ...


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There are plenty roles in Gamedev. business, each role splits at least into a dozen, if you want to work at some company as a game developer here are some roles you can pick: Artists: http://en.wikipedia.org/wiki/Game_art_design GUI Artists, concept artists, general 2d artists, 3d artists, 3d sculpters, 3d animators, pixel artists.. Game ...


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You should know that this is hard coding, which you already know. 1- It's not enough just knowing how to code. There are mathematical subjects like trigonometry and algebra that are really useful and necessary when developing games (specially 3D ones). A little background on elementary physics is a good plus. In case you need guidance, there are books like: ...


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1. For a very simple game where you don't make a whole engine but just program the game as you please, this is enough, if you are able to learn things as you go along and the required math too (linear algebra comes to mind). For more complex games you either need to collaborate with artists and other content producers (3d-modelling if it's a 3d game), or if ...


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If you were using a voxel-based terrain, you could, in addition to storing the density of ground per voxel, you could also store a water value that is clamped between 0 and 1 - groundDensity. Drawing the water would be as simple as running a marching cubes pass over the water values. Simulating the water would be a little more difficult, but the basic ...


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I cannot say what is commonly used, but my first thought would be to use a particle system with particles of varying sizes representing water of various volumes. The top of the water would use smaller particles to form the undulations of the surface and waves, the water nearest the player would use the smallest particles to simulate splashes and small ...


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I have tried the "Impact Engine" (http://impactjs.com/) worked OK on PC (FF), tablet (Android) and telephone (Android). Added NodeJS and made a multiplayer game with it and I was very satisfied with the engine, very clean code, very easy to tinker with the core. You can use it (my multiplayer game) to check out the compatibilities on other platforms if you ...


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There are multiple options available to you. PlayN — Some parts of original Angry Birds was developed with it. LibGDX PhoneGap — This, though, is not an engine, but a framework that could be used to create a game-engine. Cocos2D-X — But this is limited to 2D* only. There are a few I know and have heard of, and support HTML5, Android, OS, Desktop**. * ...


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DISCLAIMER: I haven't made any "great" games :P I have used Game-Maker Studio for a little bit and occasionally make little 2D mini-games(in my opinion Game-Maker is not well suited for 3D games) in it from time to time. I think Game-Maker is a great way to get you started in Game Development however I do not think that it is in your best interest to stick ...


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Generate the requirements for your game. That includes technology, features, time requirements, etc. Self assess your own skills and availability. Coding, artistic, time available, time/desire to learn new tech, etc. Compare the above to the capabilities/limitations of your different options. Make a choice.


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The mistake that is often made is to write your own allocators so that you can have more control over how much memory is used by each system and have more visibility on what is going on. A much better way to achieve this is to use a memory profiler. There are plenty of memory profilers out there, my profiler MemPro being one example. This is a totally ...


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I think simplicity is key when designing these systems. What I do is associate a bitmask with each entity where each component type corresponds to a bit; the bit is switched on if the entity contains a component of that type. I give the entity/component manager a couple of helper functions to change the bitmask when adding and removing components. If you ...


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It's difficult to figure out exactly what you need, but it seems like you want to use something similar to the Observer Pattern or the Publish-Subscribe Pattern. Basically your entities would become observers/subscribers and your "watcher" would be the subject/publisher.


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LibGdx (java) is the best engine for Android. It's mainly for 2D but it can handle 3D too.


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I had this problem and for me the solution was providing perfect restitution. So for me that is sqrt of 0.5 for all objects. Because sqrt(r1*r1 + r2*r2) == 1 in perfect situation.


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Here's a different algorithm; instead of stepping the player forward and moving him back if he's colliding, check where the next collision will occur: Get the position of a corner of the object. Shoot a line down (or up, or to the right/left, depending on your movement direction) from that position. Figure out the first place that line intersects a ...


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Demonstration: Crude but functional collision detection and response Video: https://vimeo.com/64923588 The idea is that the player controlled sprite (actually a 32x32 pixels red box) can raise the speed of its next move, but it cannot go back to original speed except if it collide with something. Also if speed is enough the green wall can be "damaged" ...


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Building up on the discussion from @UnderscoreZero's answer... You can have something like this: public float testCollision(){ if (bottom of sprite1<top of sprite2) return <top of sprite2>; if(top of sprite1>bottom of sprite2) return <bottom of sprite2>; if(left edge of sprite1 > right edge of sprite2) return <right edge of ...


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If the player is touching the platform and the velocity is pushing it down, then move it back to it's last posistion. Save the old position: Position oldPosition = player.position; Now do all your input checks here. Then check for collision: if (player.checkCollision(platform) == false && player.velocity < 0) { player.velocity = 0; ...


0

So instead of checking their current position for collision. You can check where they will be. IE: (very pseudo code) newPos = currentPos + movement; if(checkCollision(newPos,otherSpritePos) == FALSE) { currentPos = newPos; } else { /*oh noes collision!*/ } As for determining which side the object is colliding with: difference = objectBCenter - ...


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Grab a good tech book and start. That's how. Every time you have a question or get confused research the topic then continue reading. It just takes a lot of time and patience before everything starts to make sense. Like anything. There is no easy way to learn about game engines since they are such a complicated topic.


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you should probably check out an engine like the half life engine, it is easy to use and some of the most fun horor games come from it, if you had good experience with game design then i would have suggested the havok engine if possible, its a go to for good game design, and great games use it because of how flexible it is for devs but again i suggest you ...


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The BasicTriangulator class in Slick2D is not capable of dealing with holes in polygons, so there is the additional MannTriangulator, NeatTriangulator, and OverTriangulator classes in slick.geom that will allow you to specify when the points you are adding are part of a hole in the polygon after you have already specified the outer edges. Apart from that, I ...


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Like @thedaian said in a comment, XNA and Unity3D are the two big players when it comes to .NET game development. They each have different key features, but really it comes down to two simple differences. Unity is art-centered, meaning the scene editor and Asset Store are the primary features that really make it easy to use. The fact that uses C# and ...



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