Jump to content

  • Log In with Google      Sign In   
  • Create Account

TehOwn

Member Since 16 Jan 2008
Offline Last Active Mar 01 2012 09:26 AM

Posts I've Made

In Topic: Help: Starting from scratch into 2D and then 3D (Which c++ libraries?)

17 February 2012 - 01:35 PM

Personally I started with text-based games to help me better understand C++ and games programming in general.

Then I learned some DarkBasic to help me quickly iterate some games ideas and processes, but I wouldn't advise using DB, it's awful.

Eventually, I moved to SDL but quickly learned one thing... SDL is SLOW!!! The only way to get things rendering fast using SDL is to learn to combine SDL and OpenGL and since I was trying to make everything cross-platform I was loading everything in via SDL and converting it over to an OpenGL-ready format. This was just convoluted as hell, so I dropped SDL all-together.

Currently I use OpenGL with GLUT. This allows me to create 2d and 3d games quite easily. These do, however, not provide everything on their own but it's enough to get your project started and the game logic prototype done. Then you can start adding other libraries such as physics, sound and networking libraries as well as libraries to load in different types of media.

If you're interested in doing cross-platform non-commercial games then I can't recommend Java enough. A lot of people say, "Well it's not what games developers use" but that just isn't true. While most AAA games are written in C++ that is not to say that Java can't do any game you'd like to create as well as C++ can! Also, Java is, in my experience, a LOT easier to learn.

And you can avoid having to send your game with redistributable packages as apparently there are already 3 billion devices with Java installed.

Then, of course, there's the fact that Java can run on almost any modern computing device invented and can even be embedded into a web-page.

In Topic: Quadtrees for Tower Defense - Target Acquisition

16 February 2012 - 09:53 AM

I also don't see any point in doing collision detection for projectils, until you seriously want towers to be able to miss. All these games I've seen so far never miss, so nothing but the distance of the bullet and its target matters (or even just the precalculated "time til impact").

Yea, mine aren't going to miss but the towers in 'Dungeon Defenders' can.

Just a quick reply as I'm at work. I understand the don't fix it if it isn't broke argument, but I really want to establish my limits now so that I can incorporate that into the design. Sure, it'd never be a problem if this was a single-player game but I don't intend it to be. I wanna see what kind of limits I can push in terms of scale, i.e. How many max players a server will be able to handle with it computing all the logic server-side.

Obviously, that's a long-term goal but I like to be well-researched in the meantime. I'm going to write multiple algorithms anyway and compare them. I plan to post my code and results on here once I've done a prototype.

In Topic: How To Block(Cost)Cells Based on the Terrain ready for A* path finding.

16 February 2012 - 09:44 AM

now back to the problem at hand.
See the cliff at the left top the cell covers the top and the wall of the cliff how should I handle that sort of thing besides making smaller cells.
I want the units to go up there if they need to. thanks.

If you want to deal with variable size pathfinding nodes then perhaps it's worth looking into using Quadtree nodes for pathfinding.

This isn't a completed algorithm (and it's not my video either) but this demonstrates the idea well:
http://www.youtube.com/watch?v=95aHGzzNCY8

This may or may not be helpful:
http://www.stanford....pen_terrain.pdf

Essentially, from the sounds of it, you're looking for pathfinding on a variable-size grid. If not, then I can think of only two other options. Place custom nodes manually or make the grid finer.

In Topic: Platformer Engine

15 February 2012 - 04:21 PM

I thought I'd hate C# but as far as being able to create simple games quickly, it can really excel. I'd never switch over to it primarily, but it's a fantastic language to learn game concepts with! Java is also perfect for this, with the added benefit that I actually feel Eclipse is better than Visual Studio.

I originally learned with VB and I'm so glad I left it behind. Even back then, when it was still supported, it was simple but terrible at the same time.

In summary...
  • Visual Basic (VB) -> RUN AWAY!!
  • C# or Java -> Time to make some gamez!
  • C++ -> Time to hit the books for a few weeks!

In Topic: Need help with an excercise from Beginning C++ 2nd edition

15 February 2012 - 04:12 PM

Thank you everyone, got it working now = )

You're welcome.

PARTNERS