Jump to content

  • Log In with Google      Sign In   
  • Create Account


Lauris Kaplinski

Member Since 02 Aug 2006
Offline Last Active Feb 18 2013 02:33 AM

Posts I've Made

In Topic: Determining steep rise ahead from heightmap

14 February 2013 - 06:49 AM

I have done something similar by casting ray vertically down one step ahead of player. You record where will the ray hit ground and what will be the inclination.

Now if the dH (difference of heights) at hitpoint is less than vertical step limit AND the inclination there is small (i.e. not steep) go ahead and move.

If the dH is bigger than vertical step you have hit steep rise.

If the dH is smaller but the inclination is high you have potential steep rise and have to test two steps ahead.


In Topic: Creating GUI **Without** Using Microsoft API

13 February 2013 - 05:51 AM

Which programming laguage(s) are you using?

How heavy-duty will this GUI be? Will it just be some forms, lists, buttons or do you need to implement your own specific controls?

Qt is good choice. I personally prefer Gtk+. WxWidgets is also free cross-platform widget set.


In Topic: Virtual Resolution, Scaling, and Assets

27 November 2012 - 12:21 AM

You do not need to create your sprites on 1280x1024 document. You only have to PLAN them on proper resolution.
This can be done even with pen and paper - scetch your level layout, scetch the sprites and mark down pixel sizes. Then you will simply draw your sprites marked size and copy them to screen 1:1.
As of how should the scaling to be done - it really depends on the graphics library you plan to use. If you are directly or indirectly (through library) using GPU acceleration thrn EVERYTHING is scaled in every frame anyways (just sometimes the scale may be 1:1). But even if you are directly drawing everything with CPU, you should not worry about it now.

In Topic: Uphill Struggle

24 November 2012 - 09:50 AM

I feel strongly that strategic risk management is always in effect. The sooner the programmer drops a very bad spaghetti source code, then the sooner such person will succesfully finish the next much better program. Sometimes there is a borderline situation which would allow a good decision in either case - stay or move - but Silgen's source code sounds too complicated to salvage in a reasonable time, especially under frustration.

The risks of staying with a failed program to repair it are far greater than the risks in the next new project in general. Some things can not be realized in staying with the failed code. Some bad coding habits likely will remain by staying. A new program with the desire to learn things such as modulizing under certain interfaces, inheritance vs encapsulation, discrete variables, and so forth - should be the very next stage of learning for Silgen.


Agree.
But that was exactly what I was suggesting - to abandon code but not abandon game. Even if one starts programming from scratch it usually makes sense to keep the existing non-programming design.
Also - even if you start programming from scratch you will normally end using many bits and pieces of previous codebase. The general design may be unreadable spaghetti code but simple parts and algorithms may still be well written.

In Topic: why is it recommended to make game with placeholders and do art last?

22 November 2012 - 12:28 AM

Unless you are professional modeler and your art is reasonably generic I doubt that you will sell much. Prepackaged game content market is not as big as people may think.
Usually the best suggestion is - focus on what you are best at first. If you are programmer, start with programming + placeholders. If you are modeler start with modeling + some quick prototyping in Unity or some other similar tool.
Once you have reached to certain stage and are confident that your idea works, it will be the time to think how to organize other aspects of game development.

PARTNERS