Pythagoras of Samos
  • Member for 9 years, 9 months
  • Last seen more than a month ago
1 answers
13 votes
3k views
9 bookmarks
Quad trees/grid based collision - putting logic into action
5 answers
13 votes
2k views
6 bookmarks
What are the benefits of capping frames per second? (If any)
4 answers
13 votes
4k views
10 bookmarks
Run a physics simulation on both client and server?
1 answers
13 votes
3k views
9 bookmarks
Implementing network smoothing
1 answers
13 votes
4k views
3 bookmarks
How should I unbind and delete OpenAL buffers?
3 answers
12 votes
14k views
5 bookmarks
Input handling in component based design
3 answers
12 votes
3k views
14 bookmarks
Grouping entities of the same component set into linear memory
2 answers
12 votes
3k views
6 bookmarks
Multiplayer FPS server side performance
2 answers
12 votes
886 views
5 bookmarks
How to handle entity path-finding and movement in a large networked world?
1 answers
12 votes
763 views
8 bookmarks
How can I cleanly and elegantly handle data and dependancies between classes
5 answers
12 votes
3k views
2 bookmarks
When should I use a physics engine?
1 answers
12 votes
3k views
5 bookmarks
How would one store global context data in an entity component system?
5 answers
11 votes
1k views
1 bookmarks
Why place entity config outside of scripts?
5 answers
11 votes
11k views
6 bookmarks
2D Spatial partitioning alternatives to spatial hashes and quadtrees
2 answers
11 votes
2k views
6 bookmarks
How to make a world-to-player inventory system?
1 answers
11 votes
2k views
3 bookmarks
Moving an Object along a Curve while Rotating it
3 answers
11 votes
5k views
6 bookmarks
How to avoid "Blob-Systems" in an entity component system?
5 answers
11 votes
2k views
9 bookmarks
Is there a way to make a dynamic world such as a MMORPG horizontally scalable?
1 answers
11 votes
5k views
6 bookmarks
Should I write my own physics engine, because of networking integration?
3 answers
10 votes
3k views
5 bookmarks
Advices on Linking Between Entity Component System in C++
3 answers
10 votes
6k views
6 bookmarks
How to update entity states and animations in a component-based game?
2 answers
10 votes
890 views
3 bookmarks
Is it worthwhile to use particle pools in managed languages?
4 answers
10 votes
4k views
4 bookmarks
Identifying Entity 'Types' in an Entity-Component System
3 answers
10 votes
5k views
2 bookmarks
Source control for storing everything of game project?
2 answers
10 votes
9k views
7 bookmarks
What's the best server architecture for real-time games?
1 answers
10 votes
2k views
2 bookmarks
How to simulate feather fall in box2d?
1 answers
10 votes
5k views
11 bookmarks
Network client-server message exchange and clock synchronization help
4 answers
10 votes
16k views
4 bookmarks
Variable height jumping in side scrollers
3 answers
10 votes
1k views
5 bookmarks
Implementing match-making & community system for multiplayer games
2 answers
10 votes
4k views
5 bookmarks
Would using Lua scripts to define game logic for an MMO server be a lot slower than compiled in C++?
1
4
5
6 7 8