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Jun
7
comment Is this design a service locator design pattern?
@TheCommunistDuck : in the end do you think it has not enough in common with locator pattern to call so? and do you think it's somthing not usable or does it has it's own usecases?
Jun
7
comment When does parallel-tasks engine becomes a good solution?
@seanmiddleditch I didn't say using threads itself is a hard thing but managing to use threads effectively and balanceing them to share same load is something dificault.
Jun
7
answered When does parallel-tasks engine becomes a good solution?
Jun
7
answered HD video capture gameplay?
Jun
7
comment Should there be a limit to how many in game models there is for a 3d MMORPG?
@martin : when you describe it that way it makes sense. but what about sims3. just look how many object types are there in a single scene at park?
Jun
7
revised Should there be a limit to how many in game models there is for a 3d MMORPG?
added 1 characters in body
Jun
7
comment Should there be a limit to how many in game models there is for a 3d MMORPG?
I may be wrong but if you played sims 3 can you tell me how many objects are in scene at once? (if not just search for sims3 park in google images)
Jun
7
comment Variable height jumping in side scrollers
maybe just by some modification in how much you reduce gravity you get a better jump action.
Jun
7
answered Should there be a limit to how many in game models there is for a 3d MMORPG?
Jun
6
comment Is this design a service locator design pattern?
@maik: I think i can defend my question: first of all AudioManager is just an example and as i mention I picked AudioManager to keep similarity to the article which introduced this pattern. and second as that article gave example you can have 2 diffrent audio managers one for debug program and one for release, and just decide in compiletime which one do you want to use. or for diffrent platforms you can have different audioManager classes. it's all some compile time states and not a real managing thing. and my code is introducing a wrapper for all those diffrent implementations of audiomanager
Jun
6
comment Is this design a service locator design pattern?
@TheCommunistDuck : singletons aren't antipatterns, or at least as I read about that pattern in wikipedia it's categorised as a pattern! and I myself didn't ever use them in the past conversations I just mentions it's widly used in many GameEngines. at the end I said i use global pointers myself.
Jun
6
revised Is this design a service locator design pattern?
deleted 134 characters in body
Jun
6
comment Is this design a service locator design pattern?
why all downvote? it's a design that is usualy can used in games!
Jun
6
comment Is this design a service locator design pattern?
it's defenetly not a singleton since there is function registerInstance and by the way any one can see both IAudio and locator services. so didn't reveal any information about how ConsoleAudio is implemented. as i comment for communistduck my interface doesn't do anything at all, it's just representing as NULLAudio class as well as others.
Jun
6
comment Is this design a service locator design pattern?
please don't be too hard on just an example.
Jun
6
comment Is this design a service locator design pattern?
In my example the middle part is not forgotten, usually there has to be a number of audio concrete classes that Implement IAudio, it's only baseclass is also the NULL class. in that article there were 4 classes introduced : IAudio, ConsoleAudio, Locator, and NullAudio. The only thing I've done was mergeing Locator with IAudio and NullAudio to just orginise my code a little bit. and I'm asking cause i don't want to endup with some antipaterns inside my code.
Jun
6
comment How can I easily implement swinging in a platformer game?
why's wrong with box2d to earn me a downvote??
Jun
6
asked Is this design a service locator design pattern?
Jun
6
comment android game saving game state
exactly my point.
Jun
6
comment android game saving game state
is your initialization function called when you resume game?