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visits member for 2 years, 7 months
seen Jun 24 at 0:33

Dec
7
awarded  Yearling
Mar
20
comment Is there a pedagogical game engine?
I agree with you. I've been working on engine for 3 years. Even have some products shipped with it. But recently I decided that a bigger change is necessary and 3 clicks later I had a blank Solution... Having worked with a lot of the industry flagships, I think they should more often click new Solution!
Mar
20
answered Is there a pedagogical game engine?
Dec
22
answered Pre Computing shadows, advantages/disadvantages?
Dec
22
answered Rotate a bitmap and bitmap is getting blur in android
Dec
19
comment Best next step for game AI implementation
The trivial set of conditions can highly benefit from fuzzy logic.
Dec
15
comment Determine the cut sections of a polygonal mesh
@Graviton, can you share what the cutting faces are? Are they something specific like view frustum? Are they creating concave hull? One thing you can do is create quad-tree (no need of oct-tree since we will do all processing in 2D) then partition your elevation mesh in it. Project the cutting shape in that tree to find the nodes of interest. This will allow you to work with subset of your mesh.
Dec
12
answered Objective-C or C++ of game engine header file for iOS developers?
Dec
12
awarded  Commentator
Dec
12
comment Is there evidence that downloading assets on first use rather than bundled with a game download makes a mobile game more popular?
I read statistic that not being able to download over 3G const 40% sales. I'm not familiar with the android market but iOS means 20MB limit.
Dec
11
comment Determine the cut sections of a polygonal mesh
@SamHocevar You are absolutely right Sam and I bet there are more optimizations you can do especially if we knew what the elevation map is or what the planes are. If the elevation map is really large maybe some spacial partitioning is appropriate. Or maybe we are talking about 20 faces mesh and it doesn't matter.
Dec
11
comment How to deal with arbitrarily large images in 2D games?
Just look at rectangle fitting algorithms for use in atlasing. It will be useful for any art assets. I've been using such algorithm for UI, fonts, puppet characters.
Dec
11
comment How to deal with arbitrarily large images in 2D games?
I wouldn't suggest you to use any of these compression formats. Since once you have your game data if it's too much you will want to compress it somehow. Just compress each file and package them together or use something like ZIP. I think .NET 3.0 added support for that. Any image compression format like png, jpeg, especially gif is a bad idea. When loading the texture from such format you will need a lot of processing and memory and you will still end up with decompressed texture in memory. For 2D game I wouldn't suggest even the DXT compressions which are intended for VRAM textures.
Dec
10
comment How to deal with arbitrarily large images in 2D games?
Everything into texture atlas is not a bad idea. In my game framework I automatically build atlases for related assets. For example I find managing all UI elements in separate texture easier but then then get build in a single atlas. Then when I have to draw the UI I can issue only one draw call (using something simmilar to XNA's SpritBatch) which is good for the performance.
Dec
10
comment How to deal with arbitrarily large images in 2D games?
I like the stencil approach but if I'm making adventure game editor I probably wouldn't use it... Maybe because if I'm building such tool I'll intended for game developers. Well it has it's pros and cons. For example you can use another image on which the bits can define triggers per pixel or if you have some water animated you can easily stencil it out. Note: One strange unrelated suggestion look into UML State/Activity diagrams for your scripting.
Dec
10
comment How to deal with arbitrarily large images in 2D games?
It's really up to you about the design. If you finish the project and you can't scroll between rooms it will be better then not finished editor that allows you to scroll large textures :D
Dec
10
comment How to deal with arbitrarily large images in 2D games?
I would probably pick something more reasonable like 256x256. This way I won't waste resources and if later decide to implement streaming it will be loading more reasonable chunks. Maybe I didn't explain it well enough but I suggested that you could bake all these small static game objects into large texture. What you will save is, in case you have a large background texture, all the pixels covered by the static objects on top.
Dec
10
awarded  Teacher
Dec
10
answered How to deal with arbitrarily large images in 2D games?
Dec
9
answered Determine the cut sections of a polygonal mesh