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visits member for 2 years, 10 months
seen Nov 17 at 8:56

Currently working as a silverlight programmer though I'm quite interested in developing games.


Nov
17
comment Sample source code for coordinated group movement. Preferably in c# or java
Asking code examples for this seems a bit lazy to me, the principle isn't that hard. Count your units, for example 9. This would make 3 rows and 3 cols. Unit size = 10x10, total size would be (3x10)x(3x10) thus 30x30. Perform pathfinding for this square shape and move this shape over the terrain. The unit's movement position is the square position - unit offset. So for the first unit this is offset 0,0 given your rectangle position is top left corner. You can also do this with different shapes
Sep
24
awarded  Autobiographer
Sep
14
awarded  Notable Question
Jul
2
awarded  Curious
May
26
awarded  Popular Question
Feb
26
awarded  Popular Question
Feb
11
comment What is framerate-independent motion?
It's always smoother and better to have your draw loop @60fps, however, your update loop doesn't have to be this fast. Also on slower machines it might not even be possible (depending on the type of game etc) Also, 30 fps on my machine doesn't have to be exactly the same as on your machine. This depends on the clock cycle of the cpu.
Feb
11
answered What is framerate-independent motion?
Jan
6
awarded  Yearling
Jan
3
comment How can I render 3D dots at object vertex positions?
I've implemented this using a basic shader with a single vertex and pixel shader pass. Works like a charm.
Jan
3
accepted How can I render 3D dots at object vertex positions?
Jan
3
comment How can I render 3D dots at object vertex positions?
This works like a charm, didn't think of something this simple thanks
Jan
3
revised How can I render 3D dots at object vertex positions?
added 4 characters in body
Jan
3
comment How can I render 3D dots at object vertex positions?
I think I'm using directx 9
Jan
3
asked How can I render 3D dots at object vertex positions?
Dec
12
comment Should I use threads to check sockets for multiplayer game?
In my experience with C# socket sending and receiving can be either synchronously or asynchronously. The first would need its own thread since it would block the game loop. The second uses threads in its own and therefore doesn't need you to create one.
Dec
6
comment How to nerf something without the player community hating you?
If your game is only fun for players just because they can exploit this inbalance, maybe you should make it more fun?
Oct
5
comment What is faster - loop in shader vs draw-call
I've understood from a friend of mine working as a game developer that a for loop in a shader is a performance killer. Its faster to render the entire scene multiple times then using a loop. Maybe you can find more info on the subject by taking a look at deferred shading.
Oct
4
comment Should I share classes on the server with the client?
I would have a base class shared by the client and server, containing all the data shared by both (posision, rotation etc) Then I would derive a player and an enemy class on both the client and server. The client might need some more info from the player class like the representation (2d sprite, 3d model etc), the server has nothing to do with these. I would then make an update method on the base class with a parameter of type 'base class'. server. This way you can update the player and enemy class from the data received from the server
Oct
4
comment How to make a TCP Client Server in java over multiple Networks
yes this is what you should try