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visits member for 2 years
seen Dec 23 at 14:44

Jul
7
awarded  Popular Question
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
@EmAdpres Another idea: Could you add generic information to every item like weaknesses and strengths. An item like a truck bumper could have a strength against speed items. The problem I see in this is that you're missing out on a lot of fine grained control like specific crashes(?) or something. Your question actually reminds me of Pokemon... so many of them, virtually unlimited amount of combinations, but they make it work with this strength and weaknesses system! =D (bad example, I see the difference, but...)
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
That is basically what I meant, though I can tell it probably isn't worth it... I was just throwing out ideas, really, just thinking out loud!
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
What about a system allowing you to register pairs with callbacks? Just simulate the game and wait for a couple of your functions to fire? Is that applicable, or am I oversimplifying the process?
Aug
21
comment Why is there a lack of games for Linux?
I'm pretty sure this isn't it, but pretty interesting anyway! extremetech.com/gaming/…
Aug
21
comment Why is there a lack of games for Linux?
I believe I read somewhere that Valve failed to get an OpenGL port of a game to run slower then the DirectX port! Give me a minute to double check!
Aug
21
comment SDL tiles rendering
I agree with XiaoChuan Yu, it's probably not a big deal. If you find it to be a bottleneck then you can start thinking of new ways to draw tiles!
Aug
15
awarded  Citizen Patrol
Jul
24
comment UDP vs TCP in multiplayer mobile game
gafferongames.com/networking-for-game-programmers/udp-vs-tcp - Always a good read for anything. That is, if you haven't checked it out!
Jul
24
comment Box2D body jitters when colliding with static body
I remember reading something (the manual?) that said Box2D is best when simulating objects between .1 meters and 10 meters... I can't tell from your code since I don't know Box2D, but are you simulating objects that Box2D thinks are larger then 10 meters, I remember reading this causes the objects to be jittery... Can anyone back this up?
Jul
12
comment How handle nifty initialization in a Slick2D state based game?
"Perhaps multiple threads tried to create a service about the same time?" I'm not familiar with Slick, or even Java, but what about a global mutex, so initNifty can only be called once another has finished. Is that possible or am I way off?
Jul
7
comment How to hook into a game written in C++
If you want to mod the server, another possibility is to rewrite the server with your modifications, as long as it maintains the same protocol it will work, though you would have to reverse engineer it and even then more players might require a modification to the protocol as well.
Jul
5
comment Why should I write a computer program if I don't know exactly how the program gets run in its entirety?
Abstractions are just that! The kernel developers write their kernel, the graphics vendors write their OpenGL implementation, and the game developers write their games with this implementation, they compile and link. The whole idea behind all this is so graphics vendors don't have to worry about linux init and process scheduling (at least I don't think so), and game developers don't have to worry about their OpenGL implementation. As much as it would be great if everyone knew everything, it will not happen. - Just a few thoughts!
Jul
5
comment Manage user input and diffentiate it between the player and the app
So, you want to gather input/events and store it all in one class, IOManager, then use(?) these events differently depending on game state such as IOPauseState and IOTitleState. But you also want player-specific event handling. However you're not sure how the player input handler will interface with your other game states, since they are all separate derived classes of IOHandler. Is this correct? I just want to clarify.
Jul
3
awarded  Informed
Jun
18
awarded  Caucus
Jun
18
awarded  Constituent
Apr
11
comment Best way to network the movement of 2D tanks?
@Jishaxe Yeah, I read it a bit ago too and it stuck with me, it seems to apply perfectly here!
Apr
11
comment Best way to network the movement of 2D tanks?
Great read: gafferongames.com/networking-for-game-programmers/…
Apr
6
comment How do I make multiple instances of an object?
You cannot hold a variable amount of instances of an object without an array. If you are worried about bounds, use a standard vector: en.cppreference.com/w/cpp/container/vector