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I'm still not fully sure I understand the way your generator works, producing / using these constraints, but I'll walk through one possibility and we can use that as a starting point for clarifications & corrections. Let's say we've already generated a map that requires specific items/unlockable abilities to access various regions. We want to populate ...


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AFAIK, many commercial MMORPGs use a kind of lock-step execution, with a modification of being able to "undo" changes. Each client executes its part of game's code, predicting NPCs, PCs and projectile movement, then consults server to see if the prediction of game state is correct and corresponds with actual movement. So on a laggy low bandwidth connection ...


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I'll take a stab at it. Some people are much more knowledgeable about c++ and how all that stuff work, so please feel free to comment and vote accordingly. Both examples that you give are roughly equivalent in terms of efficiency. In both cases, the values for each element is contiguous. You're practicing 'struct-of-arrays' instead of 'arrays-of-structs' in ...


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I ended up solving the problem (thanks to DMGregory's hints) by generating meta files for each asset. The meta files contain the path to the preview image used in the asset explorer window, and import settings. Only when the asset is 'inspected' I fully load it into memory. That way the engine start's niceley without having to wait for files to load ...


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If I understand correctly, you have a game engine with a GUI, and you want to display to the programmer the assets that the current project is using? A lot of GUI programs (I believe unity too) create small thumbnails for images, which are a lot smaller in size than the original assets, so they can be displaying without issue. How big or small those should ...


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You could add a version number to your savegame file format itself. The savegame loader loads the savegame file as plain data, checks the version number which it expects in a specific position and then passes the data to the correct loading/upgrading strategy for parsing. This, of course, means that you are no longer able to change your savegame format in a ...


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The last example is the best way. Pros There will only be 3 saves max. Easily read what version the save is. Cons It will use unnecessary space on your player's system. Has to parse the file name to get the version number. I would just create a json file that you can read into your save system to get the correct version files. Json file can store ...


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Sprites If I decide to go with the rendering system, what would be the best way to store and send sprites? I suppose that I need to make a sprite resource manager. If so, how is the best way to send them to the render system without coupling things too much? Or perhaps the sprite resource manager should reside in the render system itself? I faced this ...


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