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seen Apr 19 at 0:15

Jul
26
answered Approach to AI in Entity Systems
Jul
24
awarded  Good Answer
Jul
23
comment Calculating distance by force
@Creator That would probably have been a good thing to add to your question considering it changes everything. I have no idea how Unity simulates physics under the hood, there might be functions in there to achieve what you want and depending on the precision you need it might be very impractical to predict this. Your question then becomes "How can I predict body movements in Unity's Physx?" which is a whole different thing.
Jul
23
awarded  Citizen Patrol
Jul
23
revised Calculating distance by force
added 137 characters in body
Jul
23
answered Calculating distance by force
Jul
22
awarded  Mortarboard
Jul
22
answered RPG level-experience formula
Jul
22
awarded  Enlightened
Jul
22
awarded  Nice Answer
Jul
22
comment Are frequent game updates a solution for preventing multiplayer cheating?
"Never trust the client" en.wikipedia.org/wiki/Defensive_programming#Other_techniques
Jul
22
comment Should I use text files for my save data?
@Althezel It's a pleasure and good luck making your game!
Jul
22
comment Should I use text files for my save data?
@Althezel As for the databases, think of it as a sort of engine to which you pass requests to read or write data. That engine is responsible for saving/reading it in an efficient manner, usually in relational form in tables. In your use case, I'd take a look at SQLite (sqlite.org). Basically you'd use a C++ library to connect to a local SQLite database (SQLite uses local files) and pass that library calls in SQL syntax to access your data.
Jul
22
comment Should I use text files for my save data?
@Althezel The thing is, regardless of how you save your data, someone determined enough to modify it will be able to. In that sense, it's usually a waste of your precious development time to try and put protections in place :)
Jul
22
revised Should I use text files for my save data?
added 35 characters in body
Jul
22
answered Should I use text files for my save data?
Jul
19
comment Advices on Linking Between Entity Component System in C++
@deniz Make sure you actually profile your code early and often to identify what works and doesn't for your particular engin :)
Jul
19
comment Advices on Linking Between Entity Component System in C++
@deniz It all depends on your design. If your components don't have any methods but only data, the system can still iterate over them and perform the necessary actions. As for linking back to entities, yes you could store a pointer to the owner entity in the component itself or have your system maintain a map between component handles and entities. Typically though, you want your components to be as self-contained as possible. A component that doesn't know at all about it's parent entity is ideal. If you need communication in that direction, prefer events and the like.
Jul
19
answered Advices on Linking Between Entity Component System in C++
Jun
17
awarded  Caucus