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visits member for 2 years, 7 months
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Nov
11
comment How to make something happen every N seconds in game?
One has to be careful, as the game could freeze for example and ticks could be lost. Therefore one has to invoke the action of a timer for each tick with the specified delta that has passed and not only once etc.
Nov
11
comment How should I handle missing resources?
For release builds one could think of an approch to validate the available files using hashing to download missing or invalid files. However during development it is definitely the best approch to display a black and magenta checkerboard texture to catch your attention. For models one could use a huge ERROR model which should be obvious.
Apr
12
comment Support for different resolutions in a tabletop environment
Luckily this is 2D and the plane is being projected into 3D space using XAML and DirectX. Pretty nice effect.
Apr
10
comment How to remove text from a command line box?
-1. Using system is resource heavy, insecure and can be recognized as a false positive by anti virus programs. Never ever use it when there is another alternative like the linked article.
Apr
4
comment Which features belong to the engine and which ones to a game?
Well just start making games without worrying too much about the "engine" is definitely a nice suggestion.
Mar
28
comment Approach on how to split game assets into split archives
@Liosan: I was thinking that seeking to and reading a small file in a 5MB archive is much more efficient than doing this in one of 1GB size which hold everything. (the sizes are chosen arbitrary) Am I wrong?
Feb
15
comment How does one load TMX files into a SFML game?
Keep in mind to accept one answer, which both increases your reputation and helps you get help in the future if people see, that you approve of given hints and answers!
Feb
5
comment Tile-based game with DirectX - issues with transparency and StretchRect
As mentioned in my question I have read about IDirect3DTexture9 and ID3DXSprite which could come in handy - is this something I should take a look at? And furthermore, do you know which functions I can use to create the layers from my tileset?
Feb
5
comment Tile-based game with DirectX - issues with transparency and StretchRect
This doesn't sound convenient - I will just wait and see whether someone else has any possible solution.
Feb
5
comment Tile-based game with DirectX - issues with transparency and StretchRect
Ah now I understand - I will wait for you to find the function and then try it out.
Feb
5
comment Tile-based game with DirectX - issues with transparency and StretchRect
I am sorry, but I cannot follow what you are saying. Could you explain how to blend the two layers together? - EDIT: Are you suggesting that I should not create surfaces for each layer, but iterate throught each layer and fill only one surface?
Feb
5
comment Tile-based game with DirectX - issues with transparency and StretchRect
In my loop where I create all layers, I dump all surfaces to png files to be able to debug. And I get two files, one background and one foreground. You can fetch the output files here: imgur.com/a/AnEHI
Sep
12
comment Custom extensible file format for 2d tiled maps
Indeed a basic interface IMapFileParser which exposes functions both classes TMXMapFileParser and WhateverMapFileParser would be a good point for extensibility for other formats (long term thinking), as well! But I will have to work on my concepts and that will take me quite a while - Smiješno slučajnost, ali moram te razočarati. Ja ne živim u Srbiji. :(
Sep
12
comment Custom extensible file format for 2d tiled maps
I will have my current XML concept based a bit on the TMX map format and then read all files with RapidXML - later on I will move on to some custom binary file format.
Sep
12
comment Custom extensible file format for 2d tiled maps
@DanielCarlsson: As mentioned in the accepted answer below I will stick to XML at the beginning to have something handy to debug and work with. Later on I will move on to a custom binary format. Nevertheless upvoted because XML is awesome in combination with the RapidXML libs in C++.
Sep
12
comment Custom extensible file format for 2d tiled maps
Quite a bunch of examples - TOP! Now I will stick to XML to create some basic levels to debug/work with and eventually I will move on to such a binary format you described for the raw mapfile holding the data and pack this file with both the tilesets (png etc.) and the scriptfile(s) into a zip to have everything structured in better way. It will be up to writing code, that actually reads such binary data - but that is another topic in my story... thanks!
Sep
12
comment Custom extensible file format for 2d tiled maps
You are just saving ... let's say IDs for the tiles, but what about their metadata? How should I save whether tiles are passable or not? What about triggers and maybe even scripts/code/function calls associated with them?
Sep
10
comment How do you pack resources in a game when you have too many of them?
My first idea would be to find a suitable library like the (quite outdated...) zziplib to store all my usual assets in a zip file and then load them in my game through a custom content pipeline foe the engine. What you are basically looking for at the beginning is a way to load files from a zip file to memory to be able to use them in your game. Concerning the dlls it is quite difficult because they usually have to be in the same dir as the executable or the Windows or System32 dir which is NOT recommended! How about a SFX archive to extract to TEMP and run from there?
Sep
10
comment How do you pack resources in a game when you have too many of them?
How do you understand the term resources? Assets like images, sounds, ... or do you include DLLs in this term?
Sep
10
comment How to use caching to increase render performance?
I really appreciate your efforts! Concerning for_each vs. generic for loop I haven't been able to notice differences in performance right now with small test maps, though I will stick to your suggestion! A custom SDL_BlitSurface method is quite... difficult for now but I will keep that in mind. And last but not least the direct rendering: I don't know why I haven't rendered all static tiles layer by layer to one big cached surface for each layer so that I do not need to iterate over EVERY tile over and over again. Dynamic entities will need this though it is just small share :D