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age 28
visits member for 1 year, 11 months
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Student (computer science)

I'm programming games in my free time.

After creating a Pong clone using OpenGL, I decided to take a bigger step and write a game that actually interests me. Which means I'll take several smaller steps before.

I'm currently writing a small tech demo to teach myself skeletal animation. Debug rendering the bones as lines works, now Ionly need to find out what's going wrong with my blender script. Probably exporting bones in the wrong space...


Mar
23
comment Version control for game development - issues and solutions?
SVN is great to use with Tortoise SVN (tortoisesvn.net), a client which integrates nicely into the context menu and provides guis for all actions. Unfotunably, tortoise has no Linux/Mac OS ports (at least of writing this). Protip: if working with multiple people, always update (and merge/resolve conflicts) BEFORE commit-ing.
Mar
23
comment What math should all game programmers know?
If used wrong (e.g. rotation recalculated from euler angles each frame), quaternions don't make a difference. But if used right (storing the orientation and adding/multiplying a rotational delta quaternion calculated from e.g. an axis and angle) they make life much easier, e.g interpolating between matrices is not as easy as slerping a quat and lerping a translation vector (and, maybe, a vector/scalar for scale).
Mar
23
comment What is the simplest way to export a bezier curve created in Blender to a text file?
Here's blender python api for 2.66a: blender.org/documentation/blender_python_api_2_66a_release
Mar
23
comment Scrambling word into least recognizable form
Beware of anagrams.
Mar
23
comment What is the best design pattern to apply effects and abilities?
Possible duplicate: gamedev.stackexchange.com/questions/49343/… resp. gamedev.stackexchange.com/questions/29982/…
Mar
23
comment General Sequence of Events for a 2D shooter
Sounds like you need trigger zones (e.g. an area or volume which can start events when the player enters/leaves it). I'd store the position and extends (and maybe orientation and shape) of the trigger zone and a reference to the script which should be executed upon entering the trigger zone with the level data. A script can be as simple as a single command (e.g. spawn an enemy) or a list of commands (spawn explosion, spawn enemy, change to boss fight state).
Mar
18
comment A methodology for creating simple sprite games (without programming technology)
"How to force a user to play constantly" - Physical restraint aside, there are lots of methods, like drugs, intimidation and/or generous use of the sorry stick. There's a more reliable way though: If the game is engaging and has a high replayability, players will return on their own. They might even enjoy it ;) Jokes aside, Ari Feldmans book "Designing Arcade Computer Game Graphics" (available e.g. here wiki.yoyogames.com/index.php/…) is quite nice for the graphical aspects.
Mar
18
comment Game planning and software design? I feel that UML is not convenient
Imho, the big problem with UML is the lack of tools to convert diagrams into e.g. class and function declarations and vice versa. UML is a great tool to visualize and communicate ideas between team members, but the way most UML workflows w/o tools have you do certain things twice makes UML overkill for small and/or hobby projects. Personally, I'm using pen and paper to visualize relations between classes & entities in some sort of pseudo-UML. It's nice to get an overview over class interactions and hierarchy.
Mar
18
comment Is there a diagram show game creation in summary?
It's more like: lots of time + lots of knowledge + dedication + motivation = something resembling a game. When you know the concepts, the choice of tools is secondary.
Mar
18
comment Gamification: designing cooperation in an RPG like game based on Scrum methodology
In point 1, how do you keep players from eternally trading around tasks to reset their timers without ever actually doing said tasks?
Mar
18
comment Twin stick shooting with keyboard
+1 for mentioning Contra. 'Nother +1 for a relatively unbiased listing of different solutions.
Mar
18
comment Twin stick shooting with keyboard
As long as you don't pit players from different devices against each other in multiplayer, it's best to use what is standard for the device (e.g. mouse and keyboard for PC) as default and provide optional configuration for other input devices (e.g. trackballs, joysticks, gamepads, datagloves, e.t.c.).
Mar
18
comment Some theory questions about classic endless arcade games
You can play most 'infinite' arcade games until some register overflows... e.g. pacman.wikia.com/wiki/Map_256_Glitch. I'd also recommend reading the pacman dossiers - home.comcast.net/~jpittman2/pacman/pacmandossier.html
Mar
18
comment Portal Projection
Taking a look at pseudoforms source code might help. (Pseudoform is an open source game/engine with portals - pseudoform.org/index.php?id=media)
Mar
18
comment Tongue pull effect
So... like a grappling hook that pulls objects towards the character instead of the character towards objects?
Mar
18
comment How To Export Blender Game Logic for Controlling Actor Actions?
I'm currently writing my own exporter for blender, which exports to a custom format. Looking at the other included exporter scripts helped me a lot. Actions are represented internally by blender.org/documentation/blender_python_api_2_66a_release/….
Mar
13
comment How do I allow a player to build a dedicated server, but prevent them from cheating?
It's probably going like this: You use an account for TF2, which is saved on the master server. Dedicated servers tell the master server 'player X has been playing on me for Y time', upon which the masterserver checks if that player is eligible for an item and if so, grants that item to the player and notifies the dedicated server.
Mar
9
comment Tools for creating assets?
blenderartists.org has a forum section full of tutorials.
Mar
9
comment What 3D level development tools are available to indie developers?
I'm already using Blender to create meshes for my game projects. Blender can link other files, upon which it saves a reference to the other file instead of importing the data of the linked file into the current project. This mechanism could be used to reference assets without including them in the generated level file.
Mar
9
answered Pick and Drop the Ball Testing Without Replicating the Physics Frame