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This question skirts close to off-topic "what technology to use" territory, but I'll try to keep from getting bogged down in this-product-vs-that details, and look at it more in terms of general development process... Philipp is right that using a full-featured 3D engine for a text game is using a sledgehammer to crack a nut, ie. much more power than you ...


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The code provided by Ilmari Karonen is almost correct, but there is a slight glitch. You actually compute the acceleration 2 times per tick, this does not follow the textbook equations. acceleration = force(time, position) / mass; // Here time += timestep; position += timestep * (velocity + timestep * acceleration / 2); newAcceleration = force(time, ...


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I am creating a Point and Click game right now, using the Phaser engine. Structuring is quite easy and obvious with that engine, especially if you are using JavaScript ES6 classes. Each room in the game is a "Room State" that extendes a "Base State" - which extends the basic Phaser Game State class. There is one Class for the Player, one for NPCs, one for ...


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It depends on how your software architecture looks. When you have a clear separation between user input, ai input, game mechanics and graphic engine, then you should be able to simply switch out the ai input with a second user input. But when you have tight coupling between the AI code and the other components of your game, then it might be quite a lot of ...


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It's a lot harder than you think (Judging by your words), plus being able to create a game doesn't mean you are able to handle multiplayer gameplay. I don't know about specific engines, some might help you with online gameplay, but talking just about code: You need a server (or servers) (Even if the game is based on 1v1 gameplay, you need a place to store ...


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so this is pretty easy... collision detection is the best method- once you have the collisions between terrain or plane and your player entity then do this... your code: ElseIf KeyDown(30) ; MoveEntity player,-0.1,0,0 change to: ElseIf KeyDown(30) ; MoveEntity player,-0.1,-0.1,0 This way there will be a downward Y force on the player- this will make ...



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