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Jul
28
comment How to profile CPU and GPU performance if I have a monster PC?
I don't suppose you know whether there are any C/C++ runtime libraries supporting profiling on systems to which your game has been deployed?
Jul
21
comment How can I improve the efficiency of my procedural terrain generation and smoothing?
Smoothing passes are by their nature, costly. The best you can do is adapt the simplex parameters to produce a smoother result, so that no post-processing is necessary. Or, don't worry about speed when you have no idea yet of how it's going to impact your game!
Jul
16
comment Manually creating cycles in planar, procedural trees?
@MennoGouw Right. I am guessing then that you can use one of several heuristics. One example might be loop path length, another might be average dead end length... are loops allowed to be interconnected or not... how many loops per map, maximum... max and min distances between nodes... there are so many parameters imaginable. I have worked on this in my own code and at some point, you will be obliged to just leave certain decisions up to the RNG once you get good results on average. Hope you find your critical parameters :)
Jul
16
accepted Unity: Slow deployment to Android devices?
Jul
16
comment Unity: Slow deployment to Android devices?
From research I've done elsewhere, I can see this is literally as good as it gets right now - this and accepting that for larger games, you will only be deploying occasionally, due to sheer time taken to build / deploy, and most testing will need to be done on a fast emulator or the desktop build. Checkmark is yours.
Jul
16
revised Manually creating cycles in planar, procedural trees?
edited body
Jul
16
revised Manually creating cycles in planar, procedural trees?
added 16 characters in body
Jul
16
revised Manually creating cycles in planar, procedural trees?
added 16 characters in body
Jul
16
revised Manually creating cycles in planar, procedural trees?
added 6 characters in body
Jul
16
revised Manually creating cycles in planar, procedural trees?
added 6 characters in body
Jul
16
revised Manually creating cycles in planar, procedural trees?
edited title
Jul
16
answered Manually creating cycles in planar, procedural trees?
Jul
15
comment Unity: Slow deployment to Android devices?
I knew about the size (contains Unity packages), and I knew of Unity Remote (though never used it). IIRC, I used to manually copy to the device. Would you say this / Remote is the more standard approach? As I can't imagine most devs being willing to wait so long for deployment on average... unless a habit is made of testing in the Editor and only occasionally deploying, which would seem quite restrictive.
Jul
15
revised Unity: Slow deployment to Android devices?
added 35 characters in body
Jul
15
revised Unity: Slow deployment to Android devices?
added 65 characters in body
Jul
15
comment Unity: Slow deployment to Android devices?
@Byte56 No, this is the thing - it's an "empty" executable :) See edit.
Jul
15
asked Unity: Slow deployment to Android devices?
Jul
13
comment GUI Library for MonoGame
Yeees... I think you'll find not having a textual representation is worse than having a textual representation :) Whether XML, JSON, or something else - it is still better to be able to have the option to change a UI via text. So don't be one of the many who complain about XML. It gets the job done.
Jul
5
comment What is a game mechanic?
It's a guy with a spanner, an EA T-shirt and a copy of K&R.
Jul
1
revised What type of legal entity do I need for my game company in the USA?
edited title