Chronic Game Programmer

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166 reputation
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location Kirkland, WA
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visits member for 3 years, 6 months
seen Jul 17 at 4:11

Sep
21
answered Flexible alternatives to many many small polymorphic classes (for use as properties or messages or events) C++
Apr
15
answered Collision Detection - Slide Around Sprite
Mar
18
comment Should the networking of my game be a component or a service?
"Shouldn't the game send its own updates to others the moment it has it to cut down on lag?" Games often coalesce messages into fewer, larger packets sent less often. This may mean delaying updates by a few milliseconds, or using client side prediction & interpolation to smooth out the gaps, but you save a lot of bandwidth. Data rates may be a platform certification requirement, or just a nice thing to do for your customers who pay through the nose for cellular data.
Jan
23
answered Unity3d generating a file in iOS and saving it on a linux machine
Jun
12
comment Bitwise operators in DX9 ps_2_0 shader
I had a task where I needed to read textures from the card back into main memory and treat the textures as though they were arrays of bitmasks. I can't share code due to NDAs, I apologize, but I did it by multiplying by the shift values (so a <<8 would be *256) plus some floating point epsilon slop to make sure the right bits got flipped. It's entirely possible this would fail for different HW but at the time it worked on NVIDIA and ATI cards.
Jun
5
comment As a indie, how to protect your game?
@Byte56, how is that going for NimbleBit vs. Zynga? (games.on.net/article/14752/…)
Apr
6
answered Parent variable inheritance methods Unity3D/C#
Mar
21
comment How can I have my game engine track player history?
@Daniel, it's exactly a bit map: if bit 1 is set, VisitedTheTown is true, if bit 2 is set, KilledTheOgre is true. Unset bits are false conditions. In a map sense, a set bit might be an explored tile or sector. Storing quantities requires a different data structure as I said.
Mar
21
answered How to integrate game logic in game engines
Mar
9
awarded  Supporter
Mar
9
answered Some advice for settling on a map format for a tile game?
Jan
27
comment Teamwork in Unity
The latest developer preview of Unity (3.5 RC1) has made a change to support version control in the free version. from the changelog (unity3d.com/unity/preview/notes): License: Generic external version control (.meta files) are now available in the free version.
Jan
25
comment Is storing all game objects in a single list an acceptable design?
True enough in terms of most XNA games, but organizing your objects can actually make iterating through them faster: objects of the same type are more likely to hit the instruction & data cache of your CPU. Cache misses are expensive, especially on consoles. On the Xbox 360 for example, an L2 cache miss will cost you ~600 cycles. That's leaving a lot of performance on the table. This is one place where managed code has an advantage over native code: objects allocated close together in time will be close in memory as well, and the situation improves with garbage collection (compaction).
Jan
25
awarded  Editor
Jan
25
revised Reading data disks in Xbox360 homebrew
clarified XNA/homebrew
Jan
25
answered Reading data disks in Xbox360 homebrew
Jan
23
answered How can I have my game engine track player history?
Jan
22
answered How can I implement a “fast-forward” feature in my game?
Jan
22
answered GUI.Button inside GUI.Window not responding
Jan
22
awarded  Teacher