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Feb
17
revised When to Load Assets
Fixed numerous grammar and spelling mistakes.
Feb
17
suggested suggested edit on When to Load Assets
Jan
17
revised FPS games: don't they have unrealistic one-eyed view? What are the causes?
Removed the unnecesary part about being an immature question. OP actually asked a good question. Regardless, the first sentence adds nothing and isn't needed.
Jan
17
suggested suggested edit on FPS games: don't they have unrealistic one-eyed view? What are the causes?
Nov
9
reviewed Reviewed Where to start? (3D Modeling)
Nov
9
comment How do I protect my game's IP?
Possible Duplicate: How To Protect a Developed Game
Nov
9
answered what is the best way to make a bunch of platforms appear randomly on a JFrame but close enough the player can reach them?
Nov
8
revised rotating spheres
Improved whitespacing issues, tabbing for readability, and some minor readability issues with the first sentence.
Nov
8
suggested suggested edit on rotating spheres
Nov
8
comment rotating spheres
Can you provide more details for what is happening, and what is supposed to happen? Is it supposed to rotate at a certain rate in a certain direction? Please see the FAQ for what is and isn't appropriate for gamedev. Your question as it stands is just "I wrote code, it doesn't work, here is all the code, what is wrong"? Without details helping is a lot harder.
Nov
7
answered More Efficient Data Structure for Large Layered Tile Map
Nov
7
comment More Efficient Data Structure for Large Layered Tile Map
If you requirement is to simulate the whole world all the time, then you will need to load the whole world into memory. You can't avoid this. If you don't mind simulating your world with a degree of error, you can interpolate AI actions and only load the area around the player. For example, make the AI simpler in a further region and don't simulate each tick, just simulate entire regions for several ticks all at once. This way you can load a region, simulate up to the current game tick, and then compress back to disk to save memory.
Nov
7
awarded  Organizer
Nov
7
revised MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?
Removed the "very complex" sentence at the top, and removed the unnecessary thanks at the bottom. Also added the networking tag since this question is central to that problem.
Nov
7
awarded  Editor
Nov
7
revised Cry Engine 3 vs UDK
Removed all the unnecessary bits that cluttered the question.
Nov
7
suggested suggested edit on MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?
Nov
7
comment Cry Engine 3 vs UDK
You can read the FAQ to get a sense of the kinds of questions that are appropriate for Gamedev.
Nov
7
comment Cry Engine 3 vs UDK
This question is much too vague to be answered. You have a lot of "maybes", "worries", "thinking"s, and such. It would be difficult for someone to provide a real answer. Honestly, as a student myself, I find just trying stuff out is the best way to eliminate those problems. I would do some more research on the existing tools and try some stuff out. Nothing is stopping you from experimenting. If you have a specific question about those technologies as you try them, you will be more than welcome to ask those questions here.
Nov
7
suggested suggested edit on Cry Engine 3 vs UDK