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Jul
6
comment How to manage state in a component-based game engine?
Components hold data (state is data). Systems process components (which contain data/state). You are already implementing the pattern that handles this "problem".
Jul
1
comment Security-minded design patterns / paradigm for client/server application
Is your question about web service security or how to design your API? MVC and REST are not mutually exclusive; the patterns can be used together, but they have nothing to do with security. I'm confused as to what your actual question is.
Jun
6
comment UPS and FPS - What should I limit and why?
Not really an answer, but you might find this useful: gafferongames.com/game-physics/fix-your-timestep
Apr
22
comment Adapting tilemap algorithm to support isometric tilemap
Can you clarify your question a bit? I'm not sure if you're looking for help with an isometric tile-rendering algorithm or if you're just looking for help extending the TilemapParser object.
Jul
18
comment Managing resources
resources do not need shared ownership - Could you please elaborate on this statement?
Jul
15
comment Does the gender of a game's protagonist affect sales?
+1 for the interesting question pertaining to the business and marketing side of game development. It would be interesting to see if anyone can come up with any published statistics.
Mar
27
comment The most efficient and accurate game loop?
java-gaming.org/index.php?topic=24220.0
Nov
14
comment 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.
Nov
13
comment 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.
Nov
13
comment 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.
Nov
13
comment How to avoid circular dependencies between Player and World?
+1 - This is a very good way of removing the circular dependency that currently exists.
Nov
9
comment How do I protect my game's IP?
Which region of the world are you from? Intellectual property laws vary between locales.
Nov
8
comment Legal considerations when starting a game development team
You may try cross-posting this over at answers.onstartups.com.
Nov
7
comment More Efficient Data Structure for Large Layered Tile Map
I plan on adding layering, so an array of byte's won't cut it Why not?
Nov
7
comment 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.
Nov
6
comment UI mockups to the code
BMFont does the same thing, but in my opinion is a better program. angelcode.com/products/bmfont
Nov
5
comment XNA GUI: Creating a 'scroll pane' widget
How are you going to be rendering your text?
Nov
2
comment Faster 2D Collision detection
@VincentPiel A scene graph is no more complex than a quad tree.
Nov
1
comment Faster 2D Collision detection
There is a very good answer in the question that @MarkusvonBroady has linked.
Oct
26
comment 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