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Sep
26
comment Elite-on the NES
Are you asking in general how one would render 3d vector graphics or you are expecting one of us to have inside knowledge specific to that game and how it was preformed there?
Sep
26
comment What does a C++ expert need to know?
It probably means it requires a lot of experience and not knowledge of a specific "feature" that can be learned from a book. I am pretty sure they mean hands on experience. This would probably include programming principles that are sometimes not limited to the realm of c++. Read about SOLID programming principles for instance. en.wikipedia.org/wiki/SOLID_(object-oriented_design)
Sep
26
comment How to learn C++ from a game development perspective?
@RajaBiswas Honestly, c++ is subjectively one of the worst languages to develop games with (of you haven't mastered it yet) as an indie. If you want to learn to develop games with this language, I'd read a good develop games with SDL 2.0 book. Once you create the base of the project and the needed classes, then C++ would not hold you back so much. It is just that setting up the base code for your first game project with C++ and SDL 2.0 requires a good few hours or days of hard work with no satisfying results to propel your forward.
Sep
23
comment Is there a more general property or class of properties or concept that encompasses position and space?
Yeah, transformation like @jzx wrote, I think you could start by reading about transformation matrices.
Sep
23
comment Which GUI framework to use with Visual Studio 2013 for c++ game?
You can make any 2d games with SDL 2.0, it also happens to be cross-platform. There are books about making 2d games with SDL 2.0. I don't remember which one I used but I will say prepare for a some serious challenge. If you just want to code for your enjoyment, maybe use something like OpenFL which is also cross-platform and happens to be a lot easier imho. @ChuckWalbourn I agree about Dark GDK. I mentioned it because I find it a lot easier to use than SDL 2.0 and similar libraries. It could be a nice way to prototype something.
Sep
23
comment Does the visual quality of a game depend on the artistic aspect or the game engine?
The simple truth is that people who invest their time and make a great game usually take the time to pick a reliable and tested Engine. That is why you can find games that look great that are based on powerful Engines more often than great games based on less popular Engines. There will be obvious exceptions. You could make very crappy looking games on an Engine. You can also use great art on a mediocre Engine and get pleasing results but why do that?
Sep
23
comment Does the visual quality of a game depend on the artistic aspect or the game engine?
@Philipp I nearly agree with what you said about "the Engine setting the limits",I think it is more fair to say that Engines "set the pace". Hardware sets some hard limits but HW is very powerful nowadays. I have seen people go to great lengths and get a lot more out of an Engine than many others. Also Engines behave differently on different Hardware. Generally speaking, I think the answer is that the game's look is a result of Rendering being preformed on the Art assets. This means that if you don't create "realistic" art, your game would obviously not look "realistic".
Sep
23
comment basics of game development
You need to narrow down your question if you want answers here, otherwise it would be a poor fit for the site. Remember to keep questions clear an concise. How to make Arknoid isn't something we can cover within the scope of one question.
Sep
23
comment Is there a more general property or class of properties or concept that encompasses position and space?
Yes, position is often used in games. In fact, every game that displays moving objects, needs to keep track of their position in order to display them correctly on the monitor.
Sep
23
comment Which GUI framework to use with Visual Studio 2013 for c++ game?
You probably need SDL 2.0 or something like Dark GDK. Oh an although I don't think there is anything wrong with the question itself, it does not fit the format of the site. That is because opinion plays a strong factor in which tech to use.
Sep
16
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.