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bio website scivium.com
location Oceanside, CA
age 42
visits member for 4 years, 2 months
seen Jun 23 at 17:25
Game developer since 1996. Many shipped games. Some did very well, some did not-so-well. Strong opinions about the Right Way. -tom!

Sep
29
comment What framerate should I aim for on a mobile phone?
I've shipped highly-regarded action games that ran between 18 and 20 fps. People universally thought it ran faster than that (and our geometry was resilient in the face of tearing). The key is consistency and "fast enough for what the game is trying to do." PixelJunk games would be very different if they were 30 instead of 60.
Sep
29
comment What framerate should I aim for on a mobile phone?
When I look at what's been consuming the battery on my Android device, it's usually around 90% display and 10% app execution.
Sep
29
comment Is Civ V as moddable as Civ IV?
@LessPop- given the OP's reference of what I presume to be someone else's mod, it seems to me to be from a player's perspective rather than a developer's.
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...
Sep
29
answered Game State 'Stack'?
Sep
28
comment 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.)
Sep
28
comment 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.
Sep
28
comment Game State 'Stack'?
Using a stack does not preclude the use of explicit state transitions.
Sep
28
comment 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.
Sep
28
comment Does using an licensed game engine prevent you from open sourcing a defunct work?
Downvoted because?
Sep
28
answered Game state sharing data
Sep
28
comment 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.
Sep
28
comment 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.
Sep
27
revised How can I design an effective game object interaction scheme with a component-based architecture?
added 49 characters in body
Sep
27
answered How can I design an effective game object interaction scheme with a component-based architecture?
Sep
27
comment 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.
Sep
27
comment 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.
Sep
27
comment 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.
Sep
27
comment Most Efficient way to read a Settings Configuration File
XML is like violence: if it doesn't work, use more. :)
Sep
24
answered Does using an licensed game engine prevent you from open sourcing a defunct work?