Alexander Gessler
  • Member for 10 years, 10 months
  • Last seen more than a month ago
File format for static and animated 3D models
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16 votes

Let me propose you to use Collada. It's widely supported by DCC tools and well standardized. It supports skeletal animations and .. well, it does almost everything, including shaders and physics - ...

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Should I keep login server apart from game server?
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15 votes

I believe this is mostly caused by the fact that login and game handling are logically more or less independent, so they're typically kept separate for better decoupling, easier maintenance and ...

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Blender modelling for a C++ game?
5 votes

The programming language doesn't matter for this purpose. You just need to get your model data from Blender into your application, which is possible by using one of the various export formats that ...

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How to remove a node from a scene imported with Assimp?
4 votes

No, it is not. You are not permitted to modify the scene that assimp returns to you (it is const for this reason). Assimp's data structures should not be used for rendering etc. instead, you should ...

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What libraries/engines should I use?
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3 votes

Try to keep your first attempts as simple as possible. Pong is a good start. You can use a 2D library such as SDL or (better) SFML to bring your graphics onto the screen. For 3D, there's for example ...

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Calculating the "power" of a player in a "Defend Your Castle" type game
3 votes

First of all, I wouldn't include short-term goodies such as income or speed upgrades into account - I think players expect that these things help them for a while, not that the AI adapts immediately ...

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Differently-sized sprites?
2 votes

You could round them to the next power of two (or any other size, but powers of two are always convenient) and collect all of the same power of two in a single sprite sheet.

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Java game in a day or two
2 votes

If you have no prior experience in writing 3D games, I'd drop the 3D idea immediately. Instead, focus on a simple game-play concept and try to implement it using simple 2D graphics. Make sure you ...

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Arrays for a heightmap tile-based map
2 votes

The borders will store a game object and accessing corners from only border info would be also required. Keep a pointer/a reference to the corners in the border object? Do the same for tiles and ...

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To sell or give for free
2 votes

Considerung how many such arcade games there are, I'd give it away for free. If the people like it, they'll probably buy add-ons, a second part or donate money (although you won't get rich with the ...

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Problem with my model loader?
Accepted answer
1 votes

The drawing code looks fine - are you sure the loading is? // Read all the data. for(int i = 0; i < m_MD2Header.num_frames; ++i) { md2_frame_t* Frame = (md2_frame_t*)&Buffer[m_MD2Header....

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How do I inform the end user about cheat codes?
0 votes

Put them in the manual and tell users to be careful. Unless you feature online highscores, it's absolutely the responsibility of the user not to cheat unless they have good reasons to do so (i.e. ...

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Push or Pull Input Data In the Game Logic?
0 votes

Assuming that your 'action processing layer' spits out data like 'move-right' or 'turn-around', I don't think that it makes any difference whether you push to a queue and read that queue or let the ...

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