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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!
Mar
14
comment How to detect what portion of a rectangle a point is in?
I think it is the cross product and the sign of the result to say whether you are on the left or right side of a line but I think that is what you are looking for here in the generic case. If you are looking for something a bit more special case you might find something a bit faster processor wise.
Mar
12
comment XNA Platformer Screen Collision
Sorry if this comes off wrong, but is your render area really 1800 wide? Should it maybe be 1080?
Mar
11
comment Is it worth planning to be cross-platform in mobile game development?
To counter the argument at the end of the linked article, I have talked to a handful of mobile developers that all share the same rhetoric, if you are looking to make an income from mobile development you should target iOS. The Android market has proven itself to not be as willing to pay for what the iOS market will.
Mar
8
comment Pre game loading time vs. in game loading time
And to chime in a bit with @JohnMcDonald, if you can calculate these paths mid-game and its not noticeable, how much of a contributing factor can they be at load time?
Mar
7
awarded  Fanatic
Mar
3
comment Scripting language with class instance support
1 and 2 are easy from what I recall (and I also agree that most wrapping libs out there are overly complicated and so usually roll my own). But what I am trying to find out is if there is a test for the existence of a function or method. Most of the calls to execute a lua function from C do not appear to return. Assuming that if the script compiled the syntax was atleast ok, that just leaves invalid arguments vs undefined call, but I have not been able to find a way to determine which is which yet :)
Mar
3
comment Scripting language with class instance support
Oh, I was thinking the other way around. Let me see if I can not figure out what happens (would assume the call just fails in a handle-able manner but seeing as I have never had that situation, I am not going to bet an answer on it :))
Mar
3
comment Scripting language with class instance support
Could you explain 3. a bit more? I am pretty sure Lua is able to do 1 but I am not sure I am understanding what the last one would do to venture a guess as to if Lua does it or can be altered to do it. (Might be as simple as looking through the global tables or an objects table to see if a method of the same name is defined already or not).
Feb
29
comment Increasing the probability for similar tiles to generate next to each other
+1 As I think the jump to noise is generally where this will lead.. I am wondering if that might be a bit too big of a jump though so the initial 'scan around and alter the percents' eased me into the vote :)
Feb
27
answered How are non-repetitive pixel backgrounds created in 2D games? (e.g., Superbrothers: Sword & Sworcery EP)
Feb
24
comment How do they made Pokémon games so flawlessly balanced?
Might also be noted that Pokemon at the end of the day is just a Rock-Paper-Scissors game with some 'abilities' that add in a bit of flair.. I say that simply because it doesnt matter what abilities you use if you have opposed pokemon-types in battle and are the rock to their paper.
Feb
20
revised How to create wrap-around pathfinding?
Added in the link to the project given in the other answer that this answer also references.
Feb
20
revised How to create wrap-around pathfinding?
Mostly grammar to make the question a bit easier to read. (again)
Feb
20
answered Pong - Changing the Ball's Y location depending on where it hits the paddle
Feb
19
comment 3D Procedural Planet Generation
@Darestium mrl.nyu.edu/~perlin/noise The man's website itself goes over the differences between 2D and 3D noise (just passing in 2 or 3 values IIRC). I think you can also find a few 'globe' type rendering demos on his site if it helps.