7,300 reputation
42249
bio website github.com/anko
location United Kingdom
age
visits member for 3 years, 4 months
seen 10 hours ago

Engineer/artist; data visualisation specialist.


2d
comment Mutlplayer game organization
Simplest thing I can think of: Keep a list of game objects. Every 300ms, send everyone the list. Whenever a player control message comes in, update that player's game object position. | Reasons this topic gets difficult quickly: Once you have many game objects, you'll have to derive and transmit only what has changed, possibly leaving some computation up to the client. Players on better internet connections have a significant timing advantage.
2d
comment How do I efficiently determine what objects are visible to a camera?
You haven't mentioned: Is your game 2D or 3D?
2d
comment Move an object based on XML/TXT file
This question is really confusing. What do you mean by "creating a move"? (Do you mean an animation?) Why do you have multiple time and distance entries? What distances do the distances represent?
2d
comment How do I handle rope physics with fixed ends and a sliding weight?
@Jon That sounds like it should be an answer.
2d
comment Slope polygon collider 2D causing box collider 2D to 'bump' while sliding on it
In what way did you adjust those parameters? According to the comments, it seems like the asker already has a different solution too... Some more detail would help.
Oct
17
comment How do I create a custom “Google Maps” visualisation from game map images?
This answer could be improved with a brief explanation of what makes OpenLayers the right tool here.
Oct
15
comment Data structure to store map layers in each Tile while keeping the order of terrain, items and monsters intact
Attempting to condense: Both your layer-datastructure and game-object-datastructure should have the same properties of (a) being faster than linear-time to modify at any point, and (b) stay ordered. (Is that right?)
Oct
15
comment Data structure to store map layers in each Tile while keeping the order of terrain, items and monsters intact
By "zones" do you just mean "order"? I think you're overthinking this: A doubly-linked list (maybe nested such) sounds almost optimal. Have you tested your current approach and found it to be too slow before optimising like this?
Oct
15
comment How to manage stat gains using exponential growth in RPG?
This seems purely a personal game design decision. We can't really tell you what game you should make.
Oct
14
comment How should loot be distributed across dungeon levels?
This answer could be improved by explaining what exactly it is you could learn from Diablo's loot system. Also, there are great ideas for how to implement "sensible" drops from creatures in this article.
Oct
14
comment How do I get the mouse coordinates relative to my whole scene with Monogame?
@Warsloop In what way does the proposed duplicate differ from your question? If they're the same, but the answers still don't satisfy you, ask for clarification. Once you've got enough reputation, you could also start a bounty to attract more answers.
Oct
14
comment Why does my texture-based object picking detect the wrong object?
Which method do you mean? I would expect the new method to perform better, since you no longer have to loop to find out which territory is selected. Maybe you should post another question?
Oct
13
comment How should I program timed and untimed actions?
What do "timed" and "non-timed" mean and how are they different? Did you maybe mean recurring / non-recurring events?
Oct
13
comment using delta timing is causing shake
You don't need to call Date.now, because requestAnimationFrame calls back with a high-res timestamp as the first argument. There's a handy example on MDN demonstrating that. I don't know if that's the cause of the "wobble" you're seeing though. Try it.
Oct
13
comment Are web browser games like Travian/Tribal Wars based on asynchronous responses?
Depends on the game and how much load you're planning to put on your server. If you're more comfortable with a server that doesn't support asynchronous requests, build a prototype with that and see how it performs under your workload. It's really the only way to know.
Oct
13
comment Are web browser games like Travian/Tribal Wars based on asynchronous responses?
Ah, OK. That depends on your server. As I mentioned in the first comment, WSGI doesn't specify whether servers that implement it must process requests asynchronously. You'll have to look into the implementations you're thinking of using by yourself. I recommended Tornado because I know async is one of its big selling-points, but there may be others.
Oct
13
comment Why does my SFML game cause screen tearing on Linux?
What were these "multiple solutions online"?
Oct
13
comment What is the advantage of 6 Directional Movement vs, for instance, 8 or 4
At the moment, this question is really open-ended. I think that might explain the downvotes. It's hard to answer with anything "correct". Maybe this could be made more answerable as something like Why would you design a 6-directional movement system over an 8-directional one?. (Also, could you explain what 6-directional is? I've never played Fallout.)
Oct
13
comment Are web browser games like Travian/Tribal Wars based on asynchronous responses?
If you use an XMLHTTPRequest from JavaScript on the client with the async parameter set, then yeah. The player's UI won't block and the request will happen in the background.
Oct
12
comment How do I check whether a camera has unobstructed view of a GameObject?
@UnholySheep I think that would make a great answer; especially if you can give some sort of implementation hint.