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canary40

Member Since 01 Dec 2009
Offline Last Active Jan 14 2013 12:50 PM

Posts I've Made

In Topic: Game Component Architecture

11 December 2012 - 02:06 PM

Component oriented programming and entity systems have piqued my interest lately. There are quite a few articles online that I think you should read to understand more. One good source is here: http://stackoverflow.com/questions/1901251/component-based-game-engine-design
One implementation of entity system involves separating data from functions. So, components will only contain fields, and subsystems will contain the logic that uses the data from the components. For example, you may have a spatial component (x y position) that zombie entities contain, then you will need a Movement subsystem that updates the zombie's spatial coordinates every game tick.
Subsystems may also manipulate data from multiple components. This is needed for interactions between components. E.g. Change the graphics component's data based on your spatial component's data, so that your renderer knows where to draw your zombie.

I've just provided simple examples based on my understanding, but if you are interested I encourage you to read more about this topic starting with the link above.

In Topic: (Many)AI Acquire Targets

24 July 2011 - 03:00 PM

@ApochiPiQ
I see.
By box pruning, I really meant a variant of sweep and prune.
You're probably right in that I should consider different ways to use my current system to do the checks. I had some difficulty before but I think with some extra effort, I can work something out.
Thanks for your help.

In Topic: (Many)AI Acquire Targets

24 July 2011 - 10:04 AM

@ApochPiQ
- For spatial hashing, I was hoping I could do something with the box prune code that I had set up already instead of adding a new broad-phase technique just for acquiring targets. In addition my map is very large, I'm guessing spatial hash would take a lot of memory

- I think the random check would be easy to do, and if I have nothing better, I will use it,

- in combination with the prioritization of enemies based on their toughness as well as distance.

There was this game I played recently called Gratuitous Space Battles, and they had many ships and lasers flying around. My game is similar in style to that, but map size is larger.

In Topic: How to control a player from bird eye view?

22 June 2011 - 09:09 AM

My idea is similar to some of the others' ... make an area in the center of the screen neutral zone.
Then whenever the mouse is outside of the neutral zone have the player move along a vector with points at center of neutral zone and mouse position.
You can kinda emulate an analog stick this way...

In Topic: A Newbie, A Vision, No budget.

22 June 2011 - 09:05 AM

Hi,

To be honest, it already sounds like you are biting off more than you can chew!

I remember when I first started wanting to make a game, oh the ideas and features I had planned, but once getting into actually making the game, I realized why the no one had made such a game before... it was too hard/not practical... etc.

I think you should reevaluate just exactly what you want, whether it be just making a game this one time and never to do something like it again:
- find a coder and pitch your game idea to him/her (read game design book beforehand maybe..)
- use game maker or something similar (as for your wish for making it seem like you didn't use game maker... once you start, you may realize just what qualities in a game will reveal its game-maker-esque nature and find a way to conceal it maybe or perhaps you will realize that it's not important at all...)

Use making a game as a learning experience for game development in the future:
- learn coding (it will a long time between starting to learn coding and making a game with lots of frustration in between- not a decision to make lightly)

yeah,
bye

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