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seen Apr 10 at 23:08

Mar
13
comment Entity/Component Systems in C++, How do I discover types and construct components?
@Coyote Thanks for pointing that out. There are Boost libraries (I think Serialization) that use mechanisms similar to what I described here. The difference is that they implemented them in a way that prevents unused static variables from being removed by the compiler.
Feb
4
comment How do I detect the intersection of a curve with itself?
Tell us something about how you represent data and the algorithm you use to draw new lines. Also, please post a picture of the kind of intersection you want to detect, I'm not sure I understand you perfectly.
Jan
31
comment Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
-1 From me as well, for pretty much the same reasons as Kylotan. You don't make a very compelling argument, all this could have been done with constructors.
Jan
30
comment How would the entity system handle dependent components?
Here's an answer of mine from another question, that is also relevant here: gamedev.stackexchange.com/questions/23755/…
Jan
9
comment Using component based entity system practically
@kitsune Isn't that a good thing? Knowing the dependencies between components and having them explicit?
Aug
5
comment Techniques for lighting a texture (no shadows)
About that last bit regarding red light on a green body. Should the body be black with a very light touch of red? The reason I would expect this to be true is because it does not absorb the red light (thus it gets scattered in all directions), so the body appears to be black. The light touch of red would be because of the light rays that happened to be perpendicular to the object and have returned to the light source.
Aug
5
comment C++ Function Parameter Changes Problem
You should try to reduce your problem to its simplest form when asking a question. You didn't need to bring "monsters" and "damage" and all that just to ask a question about how function local variables work. :)
Aug
4
comment Techniques for lighting a texture (no shadows)
@Miro Those are libraries, not techniques. I am curious about what is actually done to make a texture lighter or change color depending on the color of the light.
Jul
2
comment Ignore collisions with some objects in certain contexts
But that would mean they won't collide with anything else either.
Jun
22
comment How to prioritize related game entity components?
@PatrickHughes I'm using Unity.
Jun
19
comment Unity: Spin wheels to move vehicle
For the moment I'm not trying to make something fun. I just want to find a way to move the entire vehicle by only turning its wheels.
Jun
4
comment Box2D physics editor for complex bodies
@iforce2d I honestly don't think it's that tall of an order. You need to have an interface to some scripting language, and the user can can redefine the load and save functions through scripts.
Mar
24
comment Giving a Bomberman AI intelligent bomb placement
[cont.] Do you think that when choosing a direction, it is enough for me to pick the one that leads to a safe area. Instead of looking for a safe cell, I would be looking for the largest safe area, so I can hide from bombs placed by other players as well, not just my own. Also, would it be a good idea to favor directions that get me closer to one of the other players?
Mar
24
comment Giving a Bomberman AI intelligent bomb placement
[cont.] With that in mind, the AI should try to place a bomb as frequently as possible (because placing bombs gives bombs), but it doesn't need to be particularly careful about where the bomb is placed. It does have to be careful about always having a safe place to go. [cont'd]
Mar
24
comment Giving a Bomberman AI intelligent bomb placement
[cont.] You get 1 point for placing a bomb, but 0 points for destroying a wall. You also get 30 points for a kill, 15 for an assist and -20 for a suicide. [cont'd]
Mar
24
comment Giving a Bomberman AI intelligent bomb placement
I forgot to give some relevant details about the game. It's a simplified version of Bomberman: no power-ups, players can always place unlimited bombs, and bombs always have maximum range (from one end of the map to the other). The points system is different too... [cont'd]
Mar
21
comment Which code module should map physical keys to abstract keys?
@jhocking Thanks! I changed the title.
Mar
18
comment Giving a Bomberman AI intelligent bomb placement
@Tetrad I've updated my question and now includes some details about how my current AI algorithm works.
Mar
11
comment Giving a Bomberman AI intelligent bomb placement
@Tetrad I'm in the process of implementing a new algorithm. I'll see how that one goes and post the algorithm here if necessary.
Mar
6
comment How to fake flipping a skeleton in Box2D?
@DevilWithin Yes, I meant flipping it from facing right to facing left. Obviously, what you described is how you would implement the algorithm for finding the flipped position, but are there any quirks related to Box2D that you need to be careful about?