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2

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.


46

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've found a solution: public void Draw(SpriteBatch spriteBatch) { //Interpreting tiles as bounds //Sub-ing and add-ing 128 just to get more tiles than visible, //so the world feels like more alive // 16 - is tile size // 128 / 16 = 8 more tiles int startX = (va.area.Left - 128) / 16; int endX = ...


1

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 ...


1

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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You don't need to build the the engine / editor yourself. There are several iterations of the engine (current is 4.4), since they released it earlier this year (4.0), are you sure that you used the same one as in the tutorial? You can select the version you want to use in the launcher. The only source you have to build are your own classes, you want to add ...


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I'd highly suggest you look into implementing a Quadtree. This would allow you to run a query to fetch all the objects in your viewport, as opposed to checking every single entity before a draw. Have a look at the following sample query code: List<Entity> entitiesOnScreen; entitiesOnScreen = QuadTree.GetObjects(Viewport.Rectangle); foreach ...


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1) You don't need to calculate the visible objects in a single frame, you may use a bit bigger viewport, and calcultate only 500 objects per frame, if you have 20000 objects and your framerate is 50fps, in 40 frames you will have the right list, and it will take 0.8 secs 2) if your objects are not very complex or are static, sometimes is faster to put them ...


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You would likely have to switch over to the 3D (lower level) rendering and then use instancing which offloads most of the work to the GPU. http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/


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There is no reason for the Map and Player objects to communicate at all that I can see. So far as what you've told us we can assume that Player object only holds data about their position, but then what does the map hold? (rhetorical Q). It sounds like the objects are doing the same job. I.e. the map already knows the Player object's position. If your map ...


2

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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