| bio | website | |
|---|---|---|
| location | London, United Kingdom | |
| age | 32 | |
| visits | member for | 2 years, 10 months |
| seen | Sep 25 '12 at 12:21 | |
| stats | profile views | 12 |
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Dec 11 |
awarded | Quorum |
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Jul 25 |
comment |
Cross platform low level graphic API That's not stateless though. Maybe I'm wrong, but what I think of when I think of stateless, is an API where each call does not depend on previous calls at all. That means that any information that would normally be stored in state somewhere has to be passed in every call that that needs that information. For OpenGL, for example, these would be matricies on the stack, lighting, z-buffering and normalization options. |
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Jul 25 |
comment |
What are good games to “earn your wings” with? You could better explain what you're supposed to be learning here. Your terse notes aren't very descriptive/helpful. |
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Jul 25 |
awarded | Critic |
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Jul 25 |
comment |
How to allow character to keep moving after it hits a wall This isn't suitable for all types of game, but it is for many 2D games where characters move at constant speeds. It's certainly the easiest thing to do. |
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Jul 22 |
awarded | Beta |
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Jul 21 |
awarded | Teacher |
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Jul 20 |
answered | Level Design Tips |
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Jul 20 |
comment |
Level Design Tips Regarding point 3. Isn't it tempting, though, to try and frustrate completionis? |
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Jul 20 |
comment |
How can I implement a command system for a point-and-click style adventure game? So, effectively, you think the behaviour to perform should always be defined by the first noun? |
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Jul 19 |
comment |
Cross platform low level graphic API The requirement for the API to be stateless is interesting. OpenGL, for example, is stateful, and I think a stateless API that wraps it would only make sense if it were much higher level, so that it isn't, for example, having to push and pop the same matricies for each and every surface it renders. |
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Jul 18 |
comment |
How can I implement a command system for a point-and-click style adventure game? I don't think interpreting the players input is a problem. Certainly, there's nothing as sophisticated as parsing input to a text adventure needed here. Really, the question boils down to how would you design your object hierarchy and interactions to allow maximum flexibility over what object defines the actual action to be carried out. |
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Jul 16 |
awarded | Student |
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Jul 16 |
asked | How can I implement a command system for a point-and-click style adventure game? |
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Jul 15 |
comment |
Why is there a lack of games for Linux? The company that closed down, was Loki games. However, there is now Linux Game Publishing (LGP) that does much the same job. |
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Jul 14 |
answered | Where can I find free music for my game? |
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Jul 14 |
comment |
What scripting language should I choose for my game? I'm not convinced python would make a good choice. The C bindings for python are much more geared towards extending python with C, then embedding python in C. |
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Jul 14 |
awarded | Supporter |