45,098 reputation
792175
bio website byte56.com
location Portland, OR
age 31
visits member for 2 years, 11 months
seen 14 mins ago

I work full time at a big software company, when I'm not doing that I'm developing my first game: Age of Goblins. I keep a development blog at www.byte56.com and you can follow me on twitter.

I'm currently working with Lynda.com to develop a course with them. You can check out some of their great video tutorials here:

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Here's a 7 day free unlimited access to lynda.com pass on me.


Apr
14
comment How do I improve my game's economy?
Game design questions are allowed. However, we need more information to answer this question. And going and playing your game is not how we're going to get that information.
Apr
14
revised How do I improve my game's economy?
deleted 39 characters in body
Apr
14
comment How to create a new GameObject, without adding it to the scene?
This, paired with disabling it (so none of the scripts execute), could work. I'll give it a try and let you know. It's still a work around, but I think that's what I'm left with at this point. And, for all we know, this could be what's done internally, though I doubt it.
Apr
13
comment How to import fbx into XNA?
Seems like you need to look at your asset creation step, not the import step. The title of your question is misleading, since apparently you already know how to import them.
Apr
13
comment Generate a 2D distance grid in one pass
Can you clarify what you mean by "a single pass"?
Apr
13
comment Generate a 2D distance grid in one pass
Can't you just calculate the distance to the obstacle for each grid point? Instead of setting the grid points based off of the grid point next to them, just use the pythagorean theorem to calculate the distance. There are also breadth first search algorithms you could use (in a backwards fashion). Further, with a grid already in place, you could easily implement some kind of spatial partitioning to quickly find the nearest obstacle and get the distance to it.
Apr
13
comment 3D collision physics. Response when hitting wall, floor or roof
You might want to cut the noise out of this question and just ask your base question. I imagine you could get rid of most of the question and you'd be more likely to get a response. Also, you can calculate the normal you need by comparing the position you're colliding with to the player position before collision.
Apr
13
comment Behavior for a line with different angels
What does "action based on the shape" mean? You want to save these lines to the file system to be loaded again later? What have you tried already? What part specifically are you having trouble with?
Apr
13
revised How do I limit the number of tiles being rendered?
deleted 4169 characters in body; edited title
Apr
13
awarded  Enlightened
Apr
13
awarded  Nice Answer
Apr
13
comment How can I snap a game object's position to a grid?
Can you explain what you mean by "the right feel"? And why the ceiling function does that?
Apr
13
comment How to solve the big video memory requirements in 2d game
Also, I'm not completely familiar with the rules for it, but this SE site might also be worth looking at.
Apr
13
comment How to solve the big video memory requirements in 2d game
Check out the bottom of this page for some places to ask questions like "which tech to use". You have a totally valid and reasonable question, it's just not the type of question we deal with at this site. Even though you're not looking for a specific engine, that's really the only way to answer the question of "Is there any technology that does X?". Someone could just answer "yes" and not give a recommendation for a specific one, but that wouldn't be very helpful. Good luck with it!
Apr
12
revised How to solve the big video memory requirements in 2d game
deleted 244 characters in body
Apr
12
comment What are the benefits of using an entity ID system?
That's correct.
Apr
12
comment How to solve the big video memory requirements in 2d game
Big fan of your game, I backed the Indiegogo campaign. I binge on it every few months. Nice work so far! I removed the "which technology to use" questions that are off topic for the site. The remaining questions are still pretty broad, if you have anything more specific you should try to narrow the scope.
Apr
12
comment What are the benefits of using an entity ID system?
There's no real correct answer to that. Personally, I would design the entity system to be independent from the game logic. That would mean the game logic doesn't even have access to direct entity references. Essentially, I would avoid maintaining any reference to an entity beyond the local scope of the current method. That means using the EntityManager every time before operating on an entity's components.
Apr
12
comment Mentality for the hard initial stage of game development
I'm not going to migrate it, but OP is free to ask it over there.
Apr
12
comment Mentality for the hard initial stage of game development
Sounds very much like a wishy-washy motivation question to me. With no correct answer, primarily opinion based and open ended. The linked question addresses what's left after that part is removed.