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visits member for 2 years, 6 months
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C++ Programmer, Game-Designer and Pixel-Artist.


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.
Nov
9
comment Should I be worrying about limiting the number of textures in my game?
@ktodisco Context. The OP specially asked for "small" textures.
Nov
9
comment Should I be worrying about limiting the number of textures in my game?
@Donutz No, I meant switching between textures. Drawing two rectangles with the same texture is much faster than drawing two rectangles with different textures. It's all done on the GPU, no texture data is loaded from the GPU to the CPU (unless you explicitly ask for it). The CPU is doing nothing but sending orders/data to the GPU, from which the GPU then builds the picture and sends it to the monitor.
Nov
9
answered Should I be worrying about limiting the number of textures in my game?
Nov
5
comment How can I store spell & items using a std::vector implementation?
You'll need a Item class in either way. A array of items would be Item items[INVENTORY_SIZE]; A std::vector of items would be std::vector<Item> items; A std::vector is just a array which size can be changed dynamically.
Nov
3
comment How to choose cell to put entity in in an uniform grid used for broad phase collision detection?
Oh sorry, of course both were meant to be 0.25, though either way you have to decide yourself how often you'll need to update the grid. That what I meant with etc., check all the surrounding tiles, I just didn't write all of them down.
Nov
3
revised How to choose cell to put entity in in an uniform grid used for broad phase collision detection?
added 1 characters in body