| bio | website | project-cypher.net |
|---|---|---|
| location | California, USA | |
| age | 32 | |
| visits | member for | 2 years, 7 months |
| seen | May 8 at 1:11 | |
| stats | profile views | 129 |
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Mar 27 |
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The most efficient and accurate game loop? java-gaming.org/index.php?topic=24220.0 |
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Nov 14 |
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What is the best way to generate income from mobile games? @Byte56, You assume everyone has the foresight and will to both understand and implement a "best way". For all we know, there is a "best way", but the curiosity and arrogance of man will never acknowledge such a thing. |
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Nov 13 |
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How to avoid circular dependencies between Player and World? +1 - I've found myself building my game systems something like this, and find it to be quite flexible. |
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Nov 13 |
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How to avoid circular dependencies between Player and World? +1 for questioning the need to remove the circular dependency at all. At some point, dependencies happen. Most of my core classes (often called Game or GameEngine) is nothing but a collection of every other class needed by the game loop. Often times, many of those classes have dependencies that go right back to the core class. It's not always a problem, and sometimes is necessary and even helpful. |
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Nov 13 |
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How to avoid circular dependencies between Player and World? +1 - This is a very good way of removing the circular dependency that currently exists. |
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Nov 9 |
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How do I protect my game's IP? Which region of the world are you from? Intellectual property laws vary between locales. |
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Nov 8 |
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Legal considerations when starting a game development team You may try cross-posting this over at answers.onstartups.com. |
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Nov 7 |
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More Efficient Data Structure for Large Layered Tile MapI plan on adding layering, so an array of byte's won't cut it Why not? |
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Nov 7 |
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State / Screen management in Entity Component Systems Your state/screen/scene manager has nothing to do with your components -- it resides on a completely separate layer. You can have your state/screen/scene contain your components, or they can be separate. I wouldn't bother trying to integrate them, however. |
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Nov 6 |
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UI mockups to the code BMFont does the same thing, but in my opinion is a better program. angelcode.com/products/bmfont |
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Nov 5 |
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XNA GUI: Creating a 'scroll pane' widget How are you going to be rendering your text? |
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Nov 2 |
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Faster 2D Collision detection @VincentPiel A scene graph is no more complex than a quad tree. |
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Nov 1 |
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Faster 2D Collision detection There is a very good answer in the question that @MarkusvonBroady has linked. |
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Oct 26 |
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How do I stop stretching during window re-size in XNA? Should someone choose to take this path, this list of wm_* constants should prove to be useful: pinvoke.net/default.aspx/Constants/WM.html |
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Oct 26 |
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How do I stop stretching during window re-size in XNA? Handling windows messages in .NET involves overriding System.Windows.Forms.Form.WndProc(). When working in XNA, you don't have direct access to a Form to override that method. While it is possible to do, it's not a trivial amount of work and would have to circumvent XNA's design. |
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Oct 25 |
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State changes in entities or components This is clever. |
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Oct 25 |
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State changes in entities or components I like the idea of a StateComponent that can be consumed by multiple systems. |
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Oct 25 |
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How can you store item data from a game? @ktodisco, when I speak about serialization, I am referring to a process also called marshaling or object serialization. Not all languages have direct support (c/c++), but some do (java, php, .net, ruby). Whether or not a particular format is simple to use is completely subjective and dependent on the developer, the language, the compiler, the formats supported by the serialization process, the tools being used, the needs of the application and so on. |
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Oct 25 |
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How can you store item data from a game? I don't understand how XML is the simplest method of storing game data... I actually find it to be quite a pain to parse. I have to agree with @Byte56, I find simply serializing my game data the easiest way to get things on disk, and back into memory; especially as the structure of my data changes. |
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Oct 25 |
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How can you store item data from a game? @ThePlan many games simply use a proprietary format to store game data (Eric's fourth bullet point). It may be some sort of delimited-text or even just binary. There are lots of options for storing game-data and there is no one true answer. If you want to know how Diablo 1/2 stores game data, google it. It's been hacked to death by now. |