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location Los Angeles, CA
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visits member for 4 years, 4 months
seen Feb 17 at 18:17

I am a former video game developer who now makes enterprise software solutions as my day job and small game projects in my spare time.


Apr
10
awarded  Nice Answer
Apr
9
answered Random World Generator
Apr
6
comment What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?
My only point was to consider what needed to be updated that fast and what did not.. Most web animation is 24FPS for example (Flash's default if I recall?). Human reaction speed is .2 seconds. Splitting things up might just give you better utilization of your processing time is all.
Apr
6
comment What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?
I can not do time trials and such so I can not give an answer, but just logical insight says you might be able to do parseInput() at a higher resolution if player input timing is key but maybe you want to look the draw time down to 20fps or some such and physics to 45 instead of 60fps. Maybe put the logic at 30fps.. You could in theory balance out the time needed to update each different section based on that.
Apr
4
comment I am looking to make a spaceship tilt as it corners but I cant get it to return
@bobthemac I have added in some more information to address the information in your comment here.
Apr
4
revised I am looking to make a spaceship tilt as it corners but I cant get it to return
Updated based on more refinement in the comments.
Apr
4
answered I am looking to make a spaceship tilt as it corners but I cant get it to return
Apr
1
answered Templates and game consoles
Mar
27
comment Clicking on clues and other objects in a 2D cluedo like game
Ah, sorry I can not help with the specifics as I have not made an android app before so I am unsure of the component's members/methods and such.
Mar
27
comment Clicking on clues and other objects in a 2D cluedo like game
@Anearion No worries, that is why we are here. If it helps Id appreciate an up-vote, if its the answer you were looking for Id appreciate it being marked as such as well :)
Mar
27
answered Clicking on clues and other objects in a 2D cluedo like game
Mar
25
comment Minecraft style XNA game collision?
Can you give us a bit more to go on? Order of operations, even a bit of code would help out here.
Mar
22
comment How do I create a save file for a C++ game?
@Kylotan How will 32bit and 64bit data ever be compatible with out code interpreting it properly on its system? Same with endian differences? Here is 32 bits of data, whether you store it in a 32bit int or a 64bit int makes no difference to me, the save file just contains 32 bits of data.
Mar
22
comment How do I create a save file for a C++ game?
@Kylotan Why wouldnt handling endianness be something you handled when you ported your game to a new platform? Same on 32 to 64 bit? I am not sure how any other solution would not have to handle these exact same issues that you seem to imply only exist on this proposed solution.
Mar
22
comment How do I create a save file for a C++ game?
@Kylotan I am sorry but I am still unable to find any instance I can think of where knowing the structure of a block of data would leave me in a position to make that data useless on a different platform. Also, I am -very- against dumping your list of objects directly to a save file. The structs I suggest are only to track the information you need to restore a game/level/whatever to its current setup after it has been loaded. You dont store the entire player, you store its health, its list of items, and not the entire item, just what type it is and what its current changeable values are if any
Mar
21
comment What data should be cached in a multiplayer server, relative to AI and players?
It depends quite a bit on the number of players and AI and such in the game. For instance, MMOs use things like scene graphs for quick searching who is close to what for things like you mention above whereas an FPS game that is only tracking maybe 30 things total, that would be overkill and just a linked list of 30 entities is likely enough. Can you be a bit more specific in your settings? With just 5 players and 7 AI, I would say you do not need to do anything special besides have all 13 entities loaded into memory as normal.
Mar
21
comment How do I create a save file for a C++ game?
Why isnt this platform independent? It worked fine on the PC, PS* systems and the 360.. fwrite(pToDataBuffer, sizeof(datatype), countOfElements, pToFile); works for all of those objects assuming you can get a pointer to their data, and the size of the object and then the number of them you want to write.. and read matches that..
Mar
21
answered How do I create a save file for a C++ game?
Mar
19
comment Accessing managers from game entities/components
Welcome to the site! I am glad you found a solution to your problem. I invite you to put the answer into an actual answer and mark it as the answer. The site more than allows for this :)
Mar
16
comment Profiling and containing memory per system
Removed my answer. I went back and read the articles and the pools used to track per-system allocations are not part of those articles (even though they were based on it) If I can find those specific ones again I will link those instead! Sorry!