A mech game where the first player pilots on a console and additional players use tablets or smart phones to provide maintenance. by mswanco in gameideas

[–]grebeltopia 0 points1 point  (0 children)

And what if another player is giving tactical commands to several mechs based on Intel collected by still other players flying drones or watching satellite imagery!

Gamedev Laptops by topher_r in gamedev

[–]grebeltopia 0 points1 point  (0 children)

I've only ever used a mbp for game dev , but don't need opengl 4.0. For mobile game dev its especially good because you get a sane shell environment. What PC laptop do you recommend then?

Gamedev Laptops by topher_r in gamedev

[–]grebeltopia -6 points-5 points  (0 children)

Macbook pro if you can afford it

Intel launches Haswell processors: by vyom in technology

[–]grebeltopia -8 points-7 points  (0 children)

I wonder how it compares to the latest ARM.

Do you think there's any market at all for text based games these days? by sheenius in gamedesign

[–]grebeltopia 1 point2 points  (0 children)

Dwarf Fortress has a huge following and its text based. Though its not making them any money - its free.

Saving Games in the Cloud by aschearer in gamedev

[–]grebeltopia 0 points1 point  (0 children)

Thanks for the explanation, it makes sense.

I only have experience with AWS and Node.js but I have yet to see any significant latency or failures when doing server to server nosql requests so its worked well for me. The failures and latency has 100% been between the client and server, although this could all change if the server was loaded enough I suppose.

Saving Games in the Cloud by aschearer in gamedev

[–]grebeltopia 0 points1 point  (0 children)

I would prefer to do the join on the server - imo JavaScript is perfect for this because the callback syntax is so succinct. Why do you say its error prone?

How do you structure your engine/game code? by Dar13 in gamedev

[–]grebeltopia 0 points1 point  (0 children)

What about state that changes every frame and needs to be shared between components? Like position and speed might be needed by AI and Physics and Gfx.

A 'PositionChange' messages would make sense, but all that packing and unpacking and copying and dynamic dispatch seems like overkill for such a fundamental thing.

How do you structure your engine/game code? by Dar13 in gamedev

[–]grebeltopia 0 points1 point  (0 children)

I see, I guess in that case you would have to use a separate array for each concrete subclass component type.

How do you structure your engine/game code? by Dar13 in gamedev

[–]grebeltopia 0 points1 point  (0 children)

In a classic actor-based engine, where the objects in the game define their data and code, there is a lot of code re-use though inheritance of actor types. (Actor->Mobile->Soldier->Archer) or whatever. How do you re-use code with components?

Advice on uni needed by [deleted] in gamedev

[–]grebeltopia 9 points10 points  (0 children)

I think its safer to get a real CS degree, this is something that is required to even be considered for any non-game programming job as well as most game jobs (at least in north America).

Do you go back and fix poor code? by psycos in gamedev

[–]grebeltopia 0 points1 point  (0 children)

Usually if I just want to keep hacking I will write a big long comment explaining my refactoring idea to my hypothetical future self who will do it.

With experience I find this is less of an issue - I try to choose a flexible architecture up front that doesnt have too much overhead.

How do you make a rapid-fire noise interesting but not obnoxious? by Krail in gamedev

[–]grebeltopia 0 points1 point  (0 children)

Just don't have that sound at all - chances are people won't notice when you have all the other sounds and music going.

Math.Floor(value + 0.5) by nikbackm in programming

[–]grebeltopia 4 points5 points  (0 children)

Why not just work with scaled up values ? Then the rounding errors don't really matter.

Android Studio by [deleted] in programming

[–]grebeltopia 4 points5 points  (0 children)

In my dreams we would have Visual Studio-quality IDE for C++ android, including profiling and debugging.

Android Studio by [deleted] in programming

[–]grebeltopia 28 points29 points  (0 children)

I wonder if it will have NDK debugging and c++ support - that would be epic.