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Dec
15
revised How can I improve my Animation
added 667 characters in body
Dec
15
answered How can I improve my Animation
Dec
13
comment How can I make video games if I don't like programming?
Being a game designer is kinda like being a consultant. Nobody would consult you about managing human resources if you have never employed people. The same way nobody would let you make the game design if you have never coded a successful game.
Dec
5
comment Elegant solution for coloring chess tiles
Basically the same as Nathan's answer just written differently.
Dec
5
comment Efficient existing rating system for multiplayer?
@NikolayKuznetsov You can calculate a 3vs3 match as multiple smaller 1vs1 matches.
Dec
4
answered Where can I find “magic numbers” for classic game play mechanics?
Dec
2
comment Batching dynamic sprites in OpenGL
Sprite batching is simply reducing the overhead by transmitting the data all at once, not to reduce memory needed or something. So making everything in a CPU array and then uploading it is fine.
Nov
23
comment Space partitioning when everything is moving
"[...] it will have to be done every frame." Why? Can't you predict if a object will leave their cell in the near future?
Nov
21
answered Simpler alternative to AngelScript
Nov
20
awarded  Fanatic
Nov
19
comment How can I efficiently render a very large model?
Probably not possible without chunking the model and loading and unloading the chunks dynamically.
Nov
13
awarded  Nice Answer
Nov
13
comment What is the order-less rendering technique that allows partial transparency?
Whoa, additive blending with negative values? Never thought of that.
Nov
13
comment How to avoid circular dependencies between Player and World?
@Bane There are other ways to divide things into logical chunks than introducing new classes, btw. You can just as well add new functions or divide your files into multiple sections separated by comment blocks. Just keeping it simple doesn't mean that the code will be a mess.
Nov
13
comment How to avoid circular dependencies between Player and World?
@Bane You can't code anything without that glue. The difference is just how much indirection you add. If you have the classes Game -> World -> Entity or if you have the classes Game -> World, SoundManager, InputManager, PhysicsEngine, ComponentManager. It makes things less readable because of all the (syntactic) overhead and the by that implied complexity. And at one point you'll need the components to interact with each other. And that's the point where one glue class makes things easier than everything divided between many classes.
Nov
13
comment How to avoid circular dependencies between Player and World?
@Bane You always need a class/a function that glues all the functionality together. By dividing that "glue" between multiple classes (e.g. Renderer, InputManager, PhysicsEngine, EntityManager, etc., etc.) you just add more indirection. Which can severely hurt the readability and thus maintainability of your code.
Nov
13
comment How to avoid circular dependencies between Player and World?
-1 You are just increasing the complexity without any good reason.
Nov
13
revised How to avoid circular dependencies between Player and World?
added 1384 characters in body
Nov
13
answered How to avoid circular dependencies between Player and World?
Nov
9
comment Techniques to prevent non-official clients in network gaming?
+1 The only effective way against cheating is designing the game in a way that cheating isn't effective in the first place.