| bio | website | scivium.com |
|---|---|---|
| location | Oceanside, CA | |
| age | 40 | |
| visits | member for | 2 years, 9 months |
| seen | May 17 at 7:09 | |
| stats | profile views | 131 |
Game developer since 1996. Many shipped games. Some did very well, some did not-so-well. Strong opinions about the Right Way.
-tom!
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Sep 29 |
comment |
Game state sharing data @Joe- have done, thanks. Spent way too much time but waiting for a build so I can rationalize... |
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Sep 29 |
answered | Game State 'Stack'? |
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Sep 28 |
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Game State 'Stack'? I prefer those implementations where the only state that can affect anything is the state that's on top, although in some cases it is handy to be able to filter the state input and pass processing to a "lower" state. (E.g. controller input processing maps to this method, the top state takes the bits it cares about and possibly clears them then passes control to the next state on the stack.) |
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Sep 28 |
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Game State 'Stack'? That's a great doc and explains it almost exactly how I've implemented it in the past, short of the needless object hierarchy that they use in the examples. |
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Sep 28 |
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Game State 'Stack'? Using a stack does not preclude the use of explicit state transitions. |
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Sep 28 |
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Is Civ V as moddable as Civ IV? This question does not seem to ask about creating mods, but about whether or not they are enabled by the software. The OP does not specify if he intends to create a mod or just desires to one day download one. I would find it hard to believe that they would prohibit discussion of mods from a player's perspective. |
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Sep 28 |
answered | Scene graph classification |
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Sep 28 |
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Scene graph classification Wow what a bunch of babies. Gotta love it when folks stoop to revenge downvoting. /me grows wearier and wearier of this site. This is a terrible question because the answers are too broad, vague, and useless, not because there (wasn't|isn't) a question mark in it. |
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Sep 28 |
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Does using an licensed game engine prevent you from open sourcing a defunct work? Downvoted because? |
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Sep 28 |
answered | Game state sharing data |
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Sep 28 |
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Game state sharing data Wow. The games I've worked on with state stacks were the ones with the fewest (i.e. zero) state transition bugs. I'm not sure how Joe W thinks that this post isn't about global variables, either. |
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Sep 28 |
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Is Civ V as moddable as Civ IV? @CRoss - while that may be the case (and I feel only a subset of questions related to modding are really appropriate here), gaming is where you would have an audience that may be able to answer your question. |
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Sep 27 |
revised |
How can I design an effective game object interaction scheme with a component-based architecture? added 49 characters in body |
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Sep 27 |
answered | How can I design an effective game object interaction scheme with a component-based architecture? |
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Sep 27 |
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How can I design an effective game object interaction scheme with a component-based architecture? There is an actual question here, though, as opposed to the "question" at the link that Joe gives. |
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Sep 27 |
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Any free 2D C\C++ framework that supports iPhone? As soon as you want one sprite in front of another sprite, you're doing 3D. |
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Sep 27 |
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Most Efficient way to read a Settings Configuration File The thing with this is that it's super easy to parse, so it's easy to write code to read it. It's also easy to change settings, you don't need to match tags or anything like that. |
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Sep 27 |
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Most Efficient way to read a Settings Configuration File XML is like violence: if it doesn't work, use more. :) |
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Sep 24 |
answered | Does using an licensed game engine prevent you from open sourcing a defunct work? |
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Sep 23 |
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How to handle a Sprite Class? I'm agreed with Ricket, which is unfortunate since it doesn't help the OP. I'm not really sure how to phrase "the class is as useful as you make it" better, though. For the OP, what do you need your Sprite to do? Do you need it to move? Then set up a situation that needs it moving, and add the functionality that makes sense for that situation. Later it may seem like that functionality needs to move to some other class, and that's no problem! |