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Member Since 16 Feb 2007
Offline Last Active Aug 08 2016 12:47 PM

Posts I've Made

In Topic: Facebook Torrent Of Links?

19 July 2016 - 12:04 AM

Prolific relative to the pace prior to the 13th (which was more like once every few weeks?)

On the other hand, the up-tick in post frequency got me to come back and check things out, so...

In Topic: External Level Editor?

18 July 2016 - 11:05 AM

To your first question: if you're writing the export script for your level file format in python yourself, you can include any information you want from the scene, so I'd say it's certainly possible.  That would let you do all "level building" directly in Blender, and then hit your custom export button.

Second: I'm pretty sure there are a large collection of cast-shadow tutorials for d3d11 out there, but to your question about using Blender the way you want, someone more savvy with lighting and pre-baking in Blender specifically could probably answer that part more comprehensively than I.  My experience with it is limited to modeling/animation.

In Topic: Save/Load High Scores

23 April 2015 - 01:16 PM

You might want to look at implementing different game states to the overall game loop, so that you don't have to fit the logic for every possible state of the game into one monolithic Update() method.  That's not a brief topic though, (and I suggest doing some googling on "managing multiple game states" even here in the forums).  


As a rough explanation, when your game is playing, some variable somewhere should know that the game is in  regular "play mode".  That's a state, and update should only do stuff that's pertinent for "play mode" updates.  Things like decrementing the timer and checking for "is time up yet", for example.


When the timer reaches zero, state should switch to "endgame mode", and then update calls should have a completely separate set of logic that makes more sense for the game during the post-play time period.  Things like "was the high score good enough to put on the board" and "did the player press 'restart' ", for example.



However, in the interest of a quick solution for now, it sounds like "I already have it in a separate function and I call it where the rest of my [end] game logic goes" should result in only calling the score-comparison once.  What does that code look like?

In Topic: Force skinned mesh to use another skeleton

21 April 2015 - 11:12 AM

Here's one solution someone used, seems several people have had success with it according to the comments.

In Topic: Save/Load High Scores

21 April 2015 - 10:50 AM

Why can't it just run once?  It's something you only need to do once at the end of a game session.  Certainly no need for including it in every frame.

I'd lean towards sticking it in a static utility function just for ease of editing later.  Then in whichever method handles "what happens when a game is over" you just call over to the score-checking method and shuffle around high score order if necessary.

There's no "one best way" (arguably) to do it, but there are certainly easier-to-maintain ways.  


First, just make it work.  Then, if you want and have the time/need, make it work better :)