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Apr
25
awarded  Good Question
Jan
7
awarded  Popular Question
Aug
3
awarded  Commentator
Aug
3
comment STL for games, yea or nay?
"Know when to trade performance for convenience". Yes. This sentence alone is as good an answer as any. Figure out what you need to achieve with your game, consult peers and decide if STL will help you get there or hinder you. I'd say if you're not looking to set the bar for next-gen graphics and performance with your game, STL will probably help you.
Aug
3
answered Motion capture for indie developers?
Jun
28
comment Draw “vision cone” / targetting element onto game world
Interesting, for some reason I hadn't thought of using the lower level drawing functions for this. Triangle Fan is practically designed for this exact scenario. Something like this would seat nicely with Ogre's Manual Object, and should be fast enough to generate it each frame if it's changing that much. Thanks!
Jun
28
asked Draw “vision cone” / targetting element onto game world
Jun
27
revised Looping 3D environment in shmups
added 502 characters in body
Jun
27
answered Looping 3D environment in shmups
Jun
26
comment How do I structure a 2D platform level?
That article is very helpful. It doesn't mention background scrolling, though, which can in some cases be challenging. I think the important thing to remember with regards to scrolling is that your tiles (or non-tiled world) have to be translated into pixel positions first based on where the camera is. While most of my programming has been in 3D, it stands to reason that in 2D games you still want to mostly disassociate the camera from the world. In pure side-scrolling platformers you may end up locking the camera vertically to the character while giving them some "play" horizontally, etc.
Jun
26
answered How are realistic 3D faces created and animated in video games?
Jun
26
answered Turn-based board game server references?
Jun
6
answered C++ Game engine time scale
Jun
4
awarded  Teacher
Jun
4
answered Defining the track in a 2D racing game
Jun
4
awarded  Editor
Jun
4
revised What's a way to implement a flexible buff/debuff system?
added 1192 characters in body
Jun
4
awarded  Scholar
Jun
4
accepted What's a way to implement a flexible buff/debuff system?
Jun
4
comment What's a way to implement a flexible buff/debuff system?
As I understand it with my minimal experience, this is the traditional way to implement stat mods in RPG games. It works well and is easy to understand and implement. The downside is it doesn't seem to leave me any room to do things like the "thorns" buff, or something more advanced or situational. It also has historically been the cause of some exploits in RPGs, although they're pretty rare, and since I'm making a single player game, if someone finds an exploit I'm not really that concerned. Thanks for the input.