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location Tehran, Iran
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visits member for 3 years, 7 months
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May
29
comment Did first generation Pokemon games use event driven input or poll based input?
I think it doesn't matter weather it was written using input state or based on events, the only thing important is to have a good game control and that can be achived with both methods, also they can be very similar and user might not even feel any difference at all if it's implemented good enough.
May
28
comment Best pathfinding algorithm for a tower-defense game?
in addition to hist answer I can add,first you just have to change these directions only when a new tower is placed, and second for just a simple game you can use bfs, and if your game is a bit just more complicated (some pathes are prefered to some other due to any tile properties) you can use dijkstra to create that arrows.
May
28
comment Fastest way to get all adjacent tiles?
I don't realy get what you meant but this might help first create an point ad[8] that has values {{-1,-1},{-1,0},{-1,1},{0,1},{1,1},{1,0},{1,-1},{0,-1}}. then just use one for loop from 1 to 8 to check Tiles[x+ad[i].x][y+ad[i].y]. it'll eliminate that one calculate you are trying to avoid.
May
28
comment Console Text game: Vertical Scroller collision problems
and by the way where didi you find NCurses which works on visual studio?
May
28
comment Console Text game: Vertical Scroller collision problems
since you already published your code, code you please provide your entire project files so that it'll make it easy to debug.
May
27
comment Retrieving latest touch to interrupt another
that means touch at index 0, but when the second touch starts and the first touch not ended yet cocos2d will store it in index 1
May
27
comment Retrieving latest touch to interrupt another
as much as I know all touches keep their numbers until they end. consider the below senario: *touchA begin -> index 0 *touchB begin -> A = 0 , B = 1 *touchA end -> B = 1 *touchC begin -> C = 0 , B = 1 *touchB end -> C = 0 and their index is always the same for each of touchbegin ,touchmoved, and touch end.
May
27
comment What does it really take to make an MMORPG/Where should I go from here?
+/- 1 both for not shareing your idea and expecting us to help!
May
27
comment Making classes available to others
@Maik, in my design there are some classes that have basic functionality for use of every input, there is no limit why you should define base classes that can use trackball or multitouch Screen, and for the second gamepad there are two approches, you can either define your GamePad Controller to provide support for second gamepad or have a array of 2 or more GamePads in your base GamepadReader class.
May
27
comment Making classes available to others
when you say c# doesn't support multiple inheritence it's a fair point, but at least my answer can meet all the question needs, it's not singleton, almost not a global variable, and it doesn't insult encapsulation,
May
27
comment Making classes available to others
@Andrew: but singletons have their own advantages like when you are creating a game you have to make sure you have only 1 object pool, only once graphic api is initialized, and any other thing that is in direct use with system resouces.
May
27
revised Making classes available to others
added 41 characters in body
May
27
comment Making classes available to others
@Andrew: are yuo talking about the answer I gave or are you talking about the comment i just put hear? and it's about my answer, it's true that they are global instances but they're not acceble from any where in code (it least they are some protected members of a class, only their children can use them.
May
27
comment Making classes available to others
@DeadMg: Singletons and global variables aren't always somthing, for example when you are trying to write somthing you are just accessing some global data, or as far as I tested every game engine has singletons for resource managing, which can be sound bank, renderer, input Manager, physics controller, and some event have some class director which controls game's application flow.
May
27
comment Making classes available to others
and that's what my answer is all about, for all your resources you have a base class that can use that, and every class that need to use resources, should inherit from classes that provide them, in these architecture there is no need for singleton but you still have some static variables in your code. in this approch the keyboard value in KeyboardReader is once initialized by some class, (for example main function) and after that it's that value is shared with all the classes that inherit KeyboardReader. without passing keyboard to them or defineing Keyboard as a singleton.
May
27
answered Making classes available to others
May
27
comment Isometric screen to 3D world coordinates efficiently
I'm not sure about the title but if you are usin gXNA there was a question in the 2 past weeks that was asking hte same thing.
May
27
comment What is the name of the perspective style of games like Final Fantasy 6, Chrono Trigger or Alundra?
just out of curiosity, according to the article Tim refered to top-down, birds eye and overhead are same view angles why are you using 3 diffrent words in same question for same thing?
May
26
comment How to Interpolate between two game states?
maybe I'm wrong but I think you'll need at least 3 GameBuffers to do that thing using thread, 2 for CPU to calculate nextframes (read from one and write to another) and a third one for GPU to read with out cpu stop it's updating and attemping to change gpu data.
May
26
comment How to Interpolate between two game states?
this might be realy tricky since while rendering all your object positions should stay still (changing them during render process may cause some undifined behavior)