| bio | website | |
|---|---|---|
| location | ||
| age | 27 | |
| visits | member for | 11 months |
| seen | Mar 21 at 17:57 | |
| stats | profile views | 5 |
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Apr 25 |
awarded | Good Question |
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Jan 7 |
awarded | Popular Question |
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Aug 3 |
awarded | Commentator |
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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. |
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Aug 3 |
answered | Motion capture for indie developers? |
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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! |
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Jun 28 |
asked | Draw “vision cone” / targetting element onto game world |
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Jun 27 |
revised |
Looping 3D environment in shmups added 502 characters in body |
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Jun 27 |
answered | Looping 3D environment in shmups |
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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. |
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Jun 26 |
answered | How are realistic 3D faces created and animated in video games? |
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Jun 26 |
answered | Turn-based board game server references? |
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Jun 6 |
answered | C++ Game engine time scale |
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Jun 4 |
awarded | Teacher |
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Jun 4 |
answered | Defining the track in a 2D racing game |
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Jun 4 |
awarded | Editor |
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Jun 4 |
revised |
What's a way to implement a flexible buff/debuff system? added 1192 characters in body |
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Jun 4 |
awarded | Scholar |
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Jun 4 |
accepted | What's a way to implement a flexible buff/debuff system? |
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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. |