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Member Since 11 Sep 2009
Offline Last Active Mar 18 2015 03:00 AM

Posts I've Made

In Topic: Sample Collada Animation

22 July 2014 - 03:06 AM

Is there a reason why you want to code the importer yourself and not just use one of the many tools out there such as Assimp? It will save you a lot of headaches and let you focus on your game.

In Topic: Christian games

22 July 2014 - 03:03 AM

I think a game about the origin of man would be interesting. Personally I don't think Christianity is the way to go simply because you are very limited by the Bible and because of the small target audience (Assuming your goal is to sell the game). There are more interesting myths out there (think Prometheus).




Kunos: I was definitely planning this in first person! smile.png I think it'll give the player a better idea that they're IN the story.


ya you could play the angel of death going around killing Egypt's first born children from the hands of the mothers holding them. It'll surely shine some lights on what the bible is all about.

Or you could play some father trying to find his own son so he can kill him because god said so.

It'll be a good game.



Sshh! You'll attract teh apologists.

In Topic: How to read this pie graph?

20 May 2014 - 01:41 AM

I have no idea why, but my brain seems to think that the "logical" answer is Business is the smaller one.

In Topic: Questions for all programmers.

18 May 2014 - 10:08 AM

1) What was the first programming language you studied?



2) Did you have any Computer Science background before your first language (ie: boolean algebra, memory organisation, algorithms)?



3) The first language you studied was it self-taught, formal instruction, or both?



4) Was the Computer-Science background self-taught, formal instruction, or both?

I didn't study CS


5) When you started to study Computer Science did it help your understanding of the language you first learned?

I didn't study CS


6) What kind of environment did you first program in (ie: the IDE or text editor, and the OS)?

Visual Studio 2008, Windows Vista (ew)

In Topic: What's the best way to handle game objects and their assets in a statical...

01 May 2014 - 10:39 AM

* How to choose which class to make an instance of based on the object type name in the level layout file?


There are many ways to do this. First you should separate the graphical representation from the actual object. (i.e you could have four race car objects, but only one mesh that is used for all cars.) Your layout file will contain, among other things, the type of object and an identifier for the mesh(es) it uses.


Second you need to choose a paradigm to represent your objects, such as inheritance or Component Entity Systems. Simple inheritance would probably be best for now.


Now, when you load your files, you would create an object (naturally you would need if statements like you said but as things get more complicated you will look into more sophisticated patterns such as a factory method). Then you would request the mesh for this object by ID and load it if it wasn't loaded before.


* How to load and unload the graphics used by the objects in the layout?


Just like you request a mesh to be loaded, you request for it to be deleted. Mesh creation/deletion/requests can be handled by one or more classes. But for now a simple ResourceLoader class would suffice. This class would have for every mesh some kind of counter that counts how many objects are using that mesh. Every deletion request would decrement the counter until it's zero. Here you can either completely delete the mesh or keep it in cache. This depends on the type of game you're making.


* It's necessary for objects to find out about other objects of certain types for them to be able to interact.


No, they don't. Objects should NOT care about other objects. The game logic and game objects should be separated. For example, if you want to do collision between two objects, you would calculate whatever collision response you want in a different class, then tell each object to change their state or position accordingly. Direct communication between game objects should be minimal if not nonexistent.