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2d
comment How does one save a procedural world?
If you want to, you may be able to save it in a png file by color coding each tile. This will allow you to overview the result quickly without using a specialized viewer.
Aug
28
revised Informing objects within a particular state of the world state
added 337 characters in body
Aug
28
answered Informing objects within a particular state of the world state
Aug
28
comment Informing objects within a particular state of the world state
Sounds good. I will add this as an answer in case it resolve the issue.
Aug
28
comment Informing objects within a particular state of the world state
Whatever data the creature needs could be "dependency injected" in the constructor. There are many ways information could be passed to an instance but I feel that if a specific object needs access to specific data, it should be injected in as a dependency during construction and or simply strongly coupled in the class.
Aug
28
comment Increasing resources overtime for a browser-based game
The other method is not very complex, you simply need to keep track of the last time and the last amount of gold and update that when production rate changes and or when a player makes a transaction. Updating every second might be unneeded overhead but updating whenever the player makes a transaction is just like that ides of using a goldModification (which is uneeded). Just make sure that changes in production rate require a transaction or use a cron job that handles these.
Aug
28
revised Increasing resources overtime for a browser-based game
added 467 characters in body
Aug
28
answered Increasing resources overtime for a browser-based game
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
@Notbad Here is an answer I've given about platform reachability by means of jumping: gamedev.stackexchange.com/questions/71612/…
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
Sounds great. I don't have Skype atm but I can chat when I get back from work. My email address is my nick @ gmail. Take a look at this discussion about jump-ability checking: gamedev.stackexchange.com/questions/69926/… There are more examples. You could search for "can jump check" or something similar.
Aug
20
revised Procedual level generation for a platformer game (tilebased) using player physics
added 318 characters in body
Aug
20
answered Procedual level generation for a platformer game (tilebased) using player physics
Aug
19
comment What datastructure would you use for a collision-detection in a tilemap?
I add an image to better explain it.
Aug
19
revised What datastructure would you use for a collision-detection in a tilemap?
added 403 characters in body
Aug
19
comment What datastructure would you use for a collision-detection in a tilemap?
A grid is a rough 2d-array of the level. It organizes collections of blocks by the general area they are placed at.
Aug
18
comment What datastructure would you use for a collision-detection in a tilemap?
It sounds reasonable. Are you experiencing issues with this? I am not sure what you mean by putting more and more blocks in the hash map so I think that although it is generally a bad idea, you may want to add a small section of code specific to this question. I don't fully follow why you need to populate and then repopulate the hash frequently. Perhaps you should consider a grid (2d-array) of hashes, so you only need to check the hashes that are on squares near the player.
Aug
18
comment What datastructure would you use for a collision-detection in a tilemap?
You may want to reconsider it as it has advantages (learning-wise and result-wise) but I don't know if it will work well if you have a lot of boxes. There might be other existing tested code that does the same thing. It is nearly always best to use existing code.
Aug
18
comment What datastructure would you use for a collision-detection in a tilemap?
But what kind of hash map, what exactly are the keys and values?
Aug
18
comment 2d libgdx: runtime level generation
Use a doubly linked list like Anko suggests if available, it is fine for a small number of elements.
Aug
18
answered What datastructure would you use for a collision-detection in a tilemap?