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Hover Craft Algorithm
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20 votes

Use physics. First you'll need to establish this: 1. Hovercraft physics principles The hovercraft's engines will produce an upwards force of magnitude F, that is opposite in direction to the ...

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How do I handle moving platforms in a platform game?
16 votes

My solution would be to treat every physical entity in the game map as a tree node, and the map itself as the root node. Nodes can contain other nodes. Every node is contained (directly or indirectly) ...

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Longest path algorithm for roguelike maze generation
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6 votes

A possible alternative would be to create a (maximum?) spanning tree using Prim/Kruskal (in order to eliminate cycles) and apply a traditional longest path algorithm on the spanning tree. However, I'...

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Developing an RPG Encounter System
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5 votes

I've seen this type of XML database used in a few roguelikes. I suggest you store the species and the random encounter tables separately. You don't need to put a separate set of stats for every ...

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How to discourage micromanagement in strategy games?
2 votes

Use squads, as in Dawn of War or Company of Heroes. Micromanagement will still be required, but the fact that you only need to micromanage 5-10 entities will give the player more time to develop their ...

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How do you update time based resources?
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1 votes

TL;DR I suggest you use lazy evaluation. Skip to 3) to learn more. 1) Don't optimize too early First we need to define what you mean by "resource intensive". Which resource? CPU? Disk space? I/O? ...

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How to properly simulate object aproximation towards camera in 2D?
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1 votes

What you're trying to do is perspective projection. In the simplest terms, converting a (x, y, z) world point to an (x, y) screen point involves dividing it by z. In your case, you should divide your ...

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HTML5 mobile game development vs. native game apps
1 votes

You might want to try PlayN. It's not very mature or well documented at the moment, and it takes some effort to get it working, but it allows you to program in Java and export your game to a number of ...

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How do I create tileable solid noise for map generation?
0 votes

From the screenshot, my guess is that only the "big" layers are being generated, which is why the noise appears too regular and lacks detail. This may sound stupid, but did you try increasing the "...

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