8,910 reputation
2541
bio website mandible.net
location San Mateo, CA
age 32
visits member for 4 years, 4 months
seen Oct 24 at 9:06

Oct
15
comment Does an inventory limit in an MMORPG make sense?
Much of game design is about interesting resource management. With the exception of shipping cargo around in Puzzle Pirates and Eve Online, I've never found WoW-style or Diablo-style inventory management to be interesting . . . mostly frustrating.
Sep
6
revised Creating meaningful and engaging quests
wrote an entire second segment
Aug
15
awarded  Good Answer
Aug
7
awarded  Enlightened
Jul
16
awarded  Yearling
Jul
11
comment How much is java used in 2d/3d indie games? (before/after Minecraft)
It's not really any better at readability than any other language. Every language has its strengths and its weaknesses, and Java is no exception.
Jul
10
answered How does sprite customization in 2D games work?
Jun
25
answered FreeType2 Crash on FT_Init_FreeType
Jun
13
comment How to detect collisions in AS3?
Feel free to accept your own answer, btw :)
Jun
13
revised My GLSL shader isn't compiling even though it should. What should I investigate?
fixed typo, "BoneMatroxArray"
Jun
11
awarded  Good Answer
Jun
8
awarded  Constituent
Jun
8
awarded  Caucus
May
28
awarded  Good Answer
May
15
awarded  Mortarboard
May
15
awarded  Nice Answer
May
13
comment Splitting up duties for a card game server
Yeah, that all seems reasonable to me. If you'll already need to get incremental updates working, which you will, there's no reason to add an entire second update system without proving it necessary. And one thread per server, handling many games simultaneously, shouldn't present any problems - that's how most heavyweight servers work, from webservers to AAA MMORPG servers. Obviously you'll want to make sure the process doesn't crash :V but that just comes with the territory.
May
13
comment Game states affecting each other's objects
Yeah, I think it would be reasonable to make a distinction between "ingame cutscene" and "out-of-game cutscene". Even if the two aren't distinct, I think there's a clear distinction between a cutscene that moves ingame entities around, rendered with the ingame renderer, and a cutscene that plays a canned image/animation/music sequence. At the closest, those are two quite different parts of a "cutscene" - the ingame stuff could be handled via AI as I'm suggesting, the out-of-game stuff could be rendered via your existing game state system.
May
12
answered Game states affecting each other's objects
May
12
answered Splitting up duties for a card game server