10,319 reputation
32556
bio website bobobobo.wordpress.com
location Canada
age
visits member for 3 years, 9 months
seen Mar 30 at 0:43

Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
http://www.youtube.com/watch?v=m6esCn4T55M&t=2s
Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
Specifically wrt code, I read your other post and I think the same applies. If you want to move towards the "fast" point, you're going to sacrifice some of goodness (code quality) and/or cheapness (you'll have to work with a partner or collaborator).
Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
@Byte56 Precisely. If you want your game to come together good and fast, you need to spend a little dough. Buy assets and or contract an artist and have them custom made. Don't work by yourself -- work with others that have skillsets that complement your own (this means splitting revenue). Further ahead, you could license an industrial game engine (which itself will have some ramp-up learning time, but it should make generating the final product much faster). Sometimes "the good" software is very expensive and you're left mucking around in open source clones.. avoid that.
Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
Good, fast, cheap. Pick any two.
Nov
6
comment Outsourcing iPhone Game Development
This is not a question about game development. It is actually a question about how to avoid game development.
Nov
5
comment How to prevent multiple playing sounds from destroying your hearing?
Yes. If there's a bunch of chanting going on say 4 blocks away, and you can barely hear it, you get the ambience of (there's something going on 4 blocks away) without having to feel disturbed by it. So instead of turning off all the sounds, just make them quiet, so the user still gets the feeling that something is going on, without having to be overwhelmed by the sound.
Nov
4
comment How to prevent multiple playing sounds from destroying your hearing?
If the game has a Starcraft-like view, I'd still say fade sounds that are out of view by a lot. If the entire board is viewable, you could just attenuate all sounds by a lot, while keeping the music at full volume. Then the sounds at least add some ambience.
Nov
4
answered Orthographic Projection with variable FOV
Nov
4
answered How to prevent multiple playing sounds from destroying your hearing?
Nov
4
comment Where can i get the openal sdk for c++?
Ok, I was mad when I posted that. It's not a piece of shit, but it sure hasn't been updated in a long time. You can access the (now inaccessible?) OpenAL 1.1 docs here. It seems Creative may be trying to push people to upgrade by an attrition of information.
Nov
3
comment Where can i get the openal sdk for c++?
OpenAL is an unmaintained piece of shit. The fact of the matter is Creative Labs hijacked and proprietarized the original OpenAL code (it is now on 2.1), the result was a bunch of systems are stuck on old OpenAL 1.1 code, and are not able to move forward because beyond OpenAL 1.1 is proprietary.
Nov
2
answered Speeding up procedural texture generation
Oct
30
answered How to play many sounds at once in OpenAL
Oct
28
revised Do I need “cube subclasses” to represent the blocks in a Minecraft-like world?
added 419 characters in body
Oct
28
comment Do I need “cube subclasses” to represent the blocks in a Minecraft-like world?
But it's dynamic and makes for easy changing of settings during playtesting. Possibly not that useful for blocktypes though. You could also store a map of map<BlockType,BlockProperties>, where each BlockType has a BlockProperties object (that lists all its properties).
Oct
28
comment Do I need “cube subclasses” to represent the blocks in a Minecraft-like world?
@Gir Good point, edited.
Oct
28
revised Do I need “cube subclasses” to represent the blocks in a Minecraft-like world?
added 546 characters in body
Oct
28
revised Will there be any more books in the Game Programming Gems series?
You don't need to publish Emi's contact info on the public internet -- I think it's a bit rude given that she actually responded
Oct
28
answered Do I need “cube subclasses” to represent the blocks in a Minecraft-like world?
Oct
28
comment 2D fighting bounding boxes
I like the idea of using pixel coloration to detect collision with different body parts.