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Jan
8
comment Client/Server player views
This paradox and set of complications is why "out of view" state isn't cached on clients and that "ton of overhead" is handled by the server. It's not as much overhead as you are assuming.
Jan
2
comment 3D Planetary gravity
You're trying to do physics without having a minimal background in the math involved. Your time is better spent reviewing en.wikipedia.org/wiki/Classical_mechanics before trying to implement a custom solution.
Jan
2
answered How to implement a job queue system?
Jan
2
comment ECS: performance of many systems cycling on entities
Even so, the flexibility of an ECS may well be worth it to you even if it is slower. In any case, what you're doing is creating a problem in your head where none may exist in the real world. DMGregory is correct that profiling is the only way to know, and profiling on a variety of your lowest common denominator target machines is the only way to know if your end users will experience a problem.
Dec
25
comment Know if you're fully utilizing the GPU
He's pretty serious about benchmarks meaning absolutely nothing except as a comparison to other benchmarks. You cannot estimate performance of your usage pattern by looking at a benchmark with a totally different pattern. Have you tried running performance monitors on your setup?
Nov
15
reviewed Approve Triggering animation in character OnTriggerEnter?
Nov
15
reviewed Edit Refill lives after application exit
Nov
15
revised Refill lives after application exit
Fix inline code formatting and capitalization.
Oct
13
answered Character controller going down slopes
Oct
12
comment Game architecture / design question - building an efficient engine while avoiding global instances (C++ game)
You could change the initialization strategy to "initialize on first access" and avoid needing to have some external code sequence allocate and push services to the locator. You could add a "depends on" list to services so that when one is initialized it will automatically set up other services it needs and not pray that someone remembered to do that in main.cpp. A good answer with flexibility for future tweaking.
Oct
12
comment What are the basic equations in 2D physics collisions?
The question is very broad and includes elements of "what does a physics engine do" on top of "how do I implement a custom physics engine." You may not need any of that. I recommend reading up on 2D Fighting Game Hitboxes (and Hurtboxes) plus spending a little time with the Box2D faq and examples, and other physics engines to get an idea for what things they handle to guide your design.
Oct
12
comment Resource streaming with job threading system
If you roll your own, you'll want to serialize the physical file loading then parallelize the processing of the loaded data. Reading files from more than just one thread will just thrash your HD and slow things down like you noted. The rules are a bit different if you're reading from a console's DVD/Bluray, and a lot more work.
Oct
4
comment AI pathfinding in mostly-free space
Pathfind for the captain. Use flocking behavior with collision detection for all the soldiers following the captain. Not all of them need a path, just one that everyone else tries to follow.
Oct
4
reviewed Edit Best practices for client-server communication in an online Android game
Oct
4
revised Best practices for client-server communication in an online Android game
fixed apostrophe
Oct
4
reviewed Approve Java LWJGL and Slick2D collision with 2d array based map
Oct
4
comment Why do FPS games often automatically reload?
This is just a comment section, I didn't do the edit; this is an opinion question and those are my very specific opinions on why it is a very common mechanic. An observation to consider, but most certainly not worth being a full answer =)
Oct
4
comment Why do FPS games often automatically reload?
For the same reason that "not having to press space to breathe and not suffocate" is a game mechanic so commonly used. It's annoying to have to reload manually, the pause of reloading handles the game pacing, and it doesn't add anything to the experience of actually playing strategically.
Oct
4
comment Best practices for client-server communication in an online Android game
The obligatory backgrounder reference which you should understand before going further: gafferongames.com/networking-for-game-programmers
Oct
4
answered Continuous running vs timed tasks?