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seen Aug 1 at 4:04

Jul
22
comment How many Fringe/Base layers in a 2D map editor?
You are absolutely right about the ZOI rule, was stupid of me to forget it. And I have several games that I'm making this map editor for (both top-down and side-scrolling). It's very simple (yet useful) and only for 2D tile-based games, but it's hopefully going to save me a lot of time. So don't worry, I have games to go with it ;)
Jul
22
asked How many Fringe/Base layers in a 2D map editor?
Jul
11
accepted Boolean checks with a single quadtree, or multiple quadtrees?
Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
Yeah, I've been working on using interfaces for polymorphism (I use ISpatialNode for my quadtree lists), so that makes sense to me. This is a great solution and means I'll only need one quadtree, so thanks!
Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
I have mentioned my broad phase (quadtree) and my narrow phase (bounding shapes and possibly even pixel-perfect). My question is, given my scenarios, should I use multiple quadtrees and compare them against each other (e.g., one will contain the "Enemy" objects as they are inserted), or a single quadtree with conditionals (e.g., if this object is of type "player" and the other object is of type "enemy", proceed with collision)? I know I'm oversimplifying, but you can safely assume I understand collision.
Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
I like this solution, having a Collision class is clever. But it is really efficient? Having a wide variety of characters moving around the environment alone would generate a significant amount of collisions every frame, wouldn't it? Would it perhaps be better to have a separate case for objects colliding with the environment, one that doesn't create classes?
Jul
11
awarded  Commentator
Jul
11
comment Boolean checks with a single quadtree, or multiple quadtrees?
While this is informative, it doesn't really answer my question. I already know how I'm going to do the actual collisions, I'm just wanting to know what the most efficient approach would be in terms of indexing the objects. Say I already know about the ModuleCollision object and I'm already using it. I now need to know how to make this section efficient given my conceptual design: Collision checking. Check every ModuleCollision with every other ModuleCollision and act accordingly if a collision has occurred. A collision might affect an object's velocity.
Jul
11
asked Boolean checks with a single quadtree, or multiple quadtrees?
Jun
20
awarded  Supporter
Jun
20
accepted Which techniques to study?
Jun
1
comment Which techniques to study?
I'm not trying to belittle game programming in any way and I definitely agree with you in general, but I'm just trying to be accurate with my terminology. "Programming" encompasses far more than just games, and that's all I'm trying to say :)
Jun
1
comment Which techniques to study?
Okay, mods have my blessing to close this topic :)
Jun
1
comment Which techniques to study?
But if this question is indeed broad enough to be considered "too broad", I'll delete it and ask a more specific question :)
Jun
1
awarded  Editor
Jun
1
comment Which techniques to study?
See the part I just made bold. I'm looking for other techniques commonly used that I should research. I understand it's a relatively broad question, but I thought I'd try my luck and see if anyone has any other suggestions. For example, specific physics techniques. Or have I about covered all the basics?
Jun
1
revised Which techniques to study?
added 4 characters in body
May
31
asked Which techniques to study?
May
29
awarded  Scholar
May
29
accepted 2D Tile-based Collision Detection