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visits member for 3 years, 11 months
seen Oct 9 at 12:23

Jul
2
awarded  Curious
Jan
4
comment Should widgets be part of a scene in a 2D game?
wowwiki.com/UIOBJECT_WorldFrame Yes they called it WorldFrame.
Jan
3
comment Should widgets be part of a scene in a 2D game?
This is kind of a subjective question. But WoW has UI on top of everything. And scene is rendered as background of one of the windows.
Dec
24
comment How to associate entities in a Entity Component System (Artemis)
As long as object doesn't have any representation in the world (visual, audio, physics) I wouldn't make it an entity in ECS. So if the Empire is just information and statistics, and not something like area on game map, make it normal object.
Dec
4
comment Entity component systems and DDD: violation of encapsulation?
Why not move all the logic into components (systems). RegenerateHealth could be for example method on HealthComponent Attack method could be on CombatantComponent and take another CombatantComponent as argument.
Nov
27
awarded  Yearling
Oct
24
comment Visitor-pattern vs inheritance for rendering
@akaltar: Well its obvious that loading code and rendering code can not be in same class. Point is that you don't need render method for sphere and cube, since the code can look the same. Same as you don't need two methods for loading cube and sphere mesh.
Oct
24
comment Visitor-pattern vs inheritance for rendering
@akaltar True particle system would have to have custom rendering (or at least its mesh wouldnt get loaded the same way as other meshes). But light shapes can be loaded as other meshes, and I dont think that gui should be even part of renderer, its something completley different (as long as you dont wont to render 3d gui in game world). Btw by load I didnt meant load from file system, i meant just that you need to somehow get mesh data.
Oct
23
comment Visitor-pattern vs inheritance for rendering
Note that rendering of most objects will look the same. I think that almost everything can be rendered as - load mesh, set materials, render mesh. With deferred rendering even lights are done this way. When terrain is split to chunks it can also be drawn this way.
Oct
22
comment How to attract modders to your game?
None of the first 3 points is accomplished by Minecraft, yet it has very large modding community.
Oct
15
awarded  Custodian
Oct
15
reviewed No Action Needed Libgdx OrthogonalTiledMapRenderer not rendering map properly
Oct
14
comment NodeJS sharing variables with Client?
WoW computes all movement client side and then just do checks on server if user isnt too far, or isnt in terrain. You can also just start moving player localy on client and send message to server, server will still check if your movement is valid, but only informs you if its not. This will eliminate seeing your character lagging, but other players can still lag. Depending on type of movement, you can send where the player wants to go and move him there on client, if you have movement like in FPS, you have to make something similar to my first comment.
Oct
14
comment NodeJS sharing variables with Client?
Sending states is pretty common in FPS games, so I guess there may be reason they have maximum of 16-32 players. What kind of game are you making? Because for example MMORPG work totally diferrent because they dont really care where exactly player is.
Oct
14
revised NodeJS sharing variables with Client?
canvas has nothing to do with this
Oct
14
suggested suggested edit on NodeJS sharing variables with Client?
Oct
14
comment Should I use an arraylist to store client connections
How about removing client from the list? Btw I dont know if I understand what are you doing with threads, but don't forget that you can't modify ArrayList from different threads without some sort of locking.
Oct
14
comment NodeJS sharing variables with Client?
Send states less often and interpolate between them. developer.valvesoftware.com/wiki/Source_Multiplayer_Networking There are ways to "share" variables but they are slower and not used for stuff like this.
Oct
12
comment HTML5 2D Game Renderer
Make a Sprite class that has draw() method. Sprite is not game entity, you may have something like Skeleton class that when constructed will create a Sprite. And sprites only responsibility is to draw the sprite.
Sep
20
comment Should an actor know its position (or map should know it)
I dont think you should store actor in 2d array on map, you gain little performance and issues with deleting where he was, updating new tile.