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Apr
5
comment Darkness Emitting Light Source Unity
This sounds a lot like some kind of bug. Don't expect this to always stay that way.
Mar
28
comment RPG Data (Skills, Monsters, Items, Equippables)
Consoles like the Game Boy pulled this off because they used cartridges. They just accessed data directly without additional "loading".
Mar
13
comment How to prevent players from getting lost during the onboarding phase of an RPG?
If you think your RPG controls are too complicated to be explained in a few lines popping up, they're most likely too complicated. Develope the game with as few buttons as needed, e.g. using a gamepad rather than keyboard for reference. Look at what other classic RPGs on consoles did.
Jan
10
comment Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
This might be different from compiler to compiler. Have you tried it yourself? Write a minimalistic program using that operation. Then compare the resulting assembly code.
Dec
20
comment SFML RectangleShape won't render
You'll have to show more code. Where do you set the shape's dimensions? Do you set them at all? The code you're showing looks fine as far as I can tell.
Dec
12
comment Will an optional device type specific permission hide my game in the Play Store for those types of devices?
Can't say for sure, but I'd think so. This might depend on the Android version bring used though.
Aug
30
comment Which consoles may I target with OpenGL?
@Aracthor Updated; also, if you want the most portable interface, go with OpenGL. Even while ignoring the popular consoles, OpenGL has far bigger support outside the Windows world.
Aug
30
comment Which consoles may I target with OpenGL?
@Aracthor In that case go with OpenGL. I'll expand a bit above.
Jul
2
comment Rotate a rigid body not around its centre of mass
How does it look strange? Are you able to turn on the spot (without moving)? If so, maybe the better (and more realistic) approach might be forbidding turning? If that's not an option, just rotate the object rather than applying forces only?
Jul
2
comment What's the economical design difference for a global auction house or seperate auction traders?
@Trollwut IMO both systems aren't that different. There's just more fragmentation in ESO and you can't create buy orders.
Jul
2
comment What's the economical design difference for a global auction house or seperate auction traders?
@kurtzbot True, besides that, a guild index would probably be just that anyway: another column with another index attached. So overall complexity probably wouldn't change at all. Stripping that part.
Jul
2
comment C++ SFML and Box2D: Move world or move player?
sf::View is exactly what other libraries consider a camera. The width and height essentially define the area exposed, while the center determines the position.
Jun
30
comment What's the economical design difference for a global auction house or seperate auction traders?
@Philipp Yeah, partially agre, the rare stuff will mostly balance itself out, but at the same time it's harder to make a real steal by comparing (since that is eliminated completely). If you've made your own first hand experiences, why not share them? :)
Jun
30
comment Nvidia Nsight 4.6 VS Edition. The Graphics debugger can't find glew32.dll
Sounds a bit like there's a version conflict (either tool/plugin loading trying to load a different version of glew32?).
Jun
29
comment Efficient Collision detection for polygons (fleet) in an RTS
Polygon collision sounds a bit excessive for an RTS. Are you sure simple spheres aren't enough?
Apr
7
comment render/draw or input first?
One tiny thing: You'll most likely want to limit the number of updates per iteration to get at least one drawn frame out once in a while. Otherwise the program will just hang for quite some time, e.g. after moving the window with the mouse. If your frame rate drops below - no idea, 5 or 10 fps, you shouldn't worry about precise timing/animation anymore.
Apr
2
comment Where in old code would you know what to include to compile the complete program?
There should be some previous way to build the project (even if it's just some VC6 project file or similar). Nothing to peek at? If not, I fear trial and error might be the only option left.
Apr
2
comment Where in old code would you know what to include to compile the complete program?
You shouldn't have to change anything related to headers if the code has been written the right way. If you're reusing the code that's a different question, but either way you'll have to read and understand the code.
Mar
4
comment How does one write a wrapper for a game server?
I think it's kinda edge case here, but in general you're better off trying some code on your own and then asking for help in case you're stuck. Don't start asking before you even started.
Feb
4
comment Backtracking in A Star
Do you mean you want to force multiple waypoints? If so, you'd have to use multiple layers of A*, first finding the shortest paths between waypoints, then finding the best combination of such paths to reach all waypoints.