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achild

Member Since 19 May 2007
Offline Last Active Jul 22 2016 12:11 PM

Posts I've Made

In Topic: Anyone know a sidescrolling shooter without visible bullets?

11 July 2016 - 09:24 AM

Earthworm Jim?

 

I can't find a description besides "can't see bullets" on-line, but it was designed for the D-pad controllers with 8 possible shooting directions, and if you held the "shoot" button and went from one direction to another, the engine would act like you shot bullets in a complete arc between two neighboring directions. Many complained it was hard to hit enemies with the "invisible" bullets, but this mechanic actually made it quite easy.


In Topic: Is there any reason to prefer procedural programming over OOP

21 June 2016 - 09:47 AM

Just to chime in to the already good answers. Here is a real-world example. Developing very interesting Domain Specific Language at work:

  • Inheritance used for Abstract Syntax Tree
  • Visitor pattern used for operations on the AST
  • Simple, single or limited purpose classes with occasional functions for manipulating their data used here and there (such as symbol table or scope tracking)
  • Procedural style constitutes the other 95% of code. Specifically, in many problem domains there is a struct which holds current "context" plus functions which read/write it.

The final point above has actually been the most important design decision because other coding styles are usually much harder to refactor. As the project grows, ability to refactor even major portions quickly has allowed it to mature efficiently.


In Topic: How should i manage intro animation

13 March 2015 - 12:13 PM

Based on the example you showed, you will want to make an animated movie, and simply play the movie back using SFML.

As for how to make the movie itself, that is not a programming issue. You'll use animation software for that.

 

There are other ways to make animated intro sequences, but you should start here for now.


In Topic: DigitalRune Engine Opinions

14 November 2014 - 03:54 PM

If this is for a new game project, what are your criteria for choosing this instead of something else out there?


In Topic: Current state of custom and commercial game engines as of 2014

28 October 2014 - 01:44 PM


And yet another topic is the relative lack of low level and techniques/new tech tutorials or articles, as they're not so many as they were years ago. This is also a byproduct of the game engine/tech developers, due to this new segregation of the market.

Must disagree with that. If anything, there are more low level techniques being shared than ever, IMO.

 

Anyway, if tool dev is your thing, I guess you'll have to come up with something that hasn't been done yet, or at least something you could do better. Without knowing your experience, it sure would be nice to have a good dynamic music creation tool available, for instance. Point being, there are tons of niches that haven't been filled yet...


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