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Member Since 16 Aug 2010
Offline Last Active Nov 11 2014 07:22 AM

#5050243 Looking for engine.

Posted by Dawoodoz on 05 April 2013 - 04:16 AM

You need a company to make that happen unless you want to be tied up to Facebook or something. There are server costs, admins that have to get paid, patches that have to be synchronized for all players, hackers that want to cheat the game and ruin it for others... I suggest to start making a singleplayer prototype on one platform before thinking about multiplayer or cross platform since over 90% of game prototypes are thrown away for not being fun to play.

#5050241 Finished my first C++ book, where to go from here?

Posted by Dawoodoz on 05 April 2013 - 03:54 AM

Most of the safety conventions in C++ like clearing new allocations are already built in to C#. It is a big advantage to know both C# and C++ since C# is for rapid and safe development while C++ is dangerous to get more performance and control. Scripting is a powerful thing if you know where to use it because it allow you to replace modules at runtime when loading new levels and items that anyone can create.

#5049563 Matrix post-shader multiplication explosion

Posted by Dawoodoz on 03 April 2013 - 08:11 AM

One slow but always working method is to disable one feature at a time until the leak stops. For example, start your engine without loading any models to see if it is connected to the model.

#5049552 TestCooperativeLevel causing exception

Posted by Dawoodoz on 03 April 2013 - 07:37 AM

Check if d3ddev is null. Your sound engine might be initiated before the graphics part.

#5049503 Real-Time Tessellation Techniques of Note?

Posted by Dawoodoz on 03 April 2013 - 03:49 AM

If the model editor can preview the result while editing (like my own editor), normal based tessellation is not so terrible since it feels like drawing triangle patches and only require geometry shaders on DirectX 10 hardware.

#5012009 Which physics library can also step backwards in time?

Posted by Dawoodoz on 18 December 2012 - 06:29 AM

Since there are multiple previous states that can lead to the same state, you have to remember how you got there. Something like this was done in "Prince of persia the sands of time".

#5012003 Does making a game like fruit ninja/angry brids require a large team

Posted by Dawoodoz on 18 December 2012 - 06:14 AM

With a game maker, it might be done within a week but with more limitations.
If you use high level tools and languages, you should be able to make a good game in one or two years.
If you search for the ultimate tools or pay too much attention to small details, you will get bored with the project before it is finished.
If you have more than 5 programmers in the team, 90% of the time will be wasted on poor communication.

#4949641 Using static MFC library and implementing DllGetClassObject

Posted by Dawoodoz on 15 June 2012 - 01:31 PM

Now the dynamic library is back somehow and causing link errors.

Compiling the same code again caused the error to disappear. Posted Image

#4948560 Following an A Path

Posted by Dawoodoz on 12 June 2012 - 11:10 AM

I would use a tolerance radius that gets bigger with a higher speed (depending on the stopping distance). When the unit is inside the circle, start moving to the next goal for a smooth move around the corner. You need to set a maximum allowed speed to prevent the circle from getting bigger than a tile.

#4948553 Grid pathfinding with a lot of entities

Posted by Dawoodoz on 12 June 2012 - 11:03 AM

You reuse the first part of the algorithm that for each tile decide the distance to the closest target. Then you only need to let everyone walk to the neighbouring tile with the shortest remaining distance.

The X's are the targets and the numbers are distances.
2 1 X 1 1 2
3 2 1 1 X 1
4 3 2 2 1 2
5 4 3 3 2 3

#4920928 Useful links

Posted by Dawoodoz on 10 March 2012 - 11:24 AM

My most common tip is to start with something simple like "DirectX SDK Tutorial07" since a clean start will get you faster to the advanced features seen in bigger examples.

#4918939 Where can I learn C++

Posted by Dawoodoz on 03 March 2012 - 01:14 PM

You can learn Java before C++ so that you get used to the syntax first. Note that creating and destroying allocations may slow you down more in native C++ because you allocate memory directly from the operative system.

#4918934 Indie game developer looking for a start

Posted by Dawoodoz on 03 March 2012 - 01:00 PM

Linear algebra is good for writing shaders and solving problems. Database normalization applies to how you organize the data in your game. Use a safe high level language for high level code.

#4918300 C++ Updation problem

Posted by Dawoodoz on 01 March 2012 - 01:12 PM

	return false;
	LeftCollision = false;
And you expect that to work...how?

You found it.

"return false" will exit the function and not execute anything after it. A good convention is to only return a result on the last line.

#4918284 Game Idea - Language/Engine Suggestions

Posted by Dawoodoz on 01 March 2012 - 12:45 PM

If you hire an artist, make sure that he/she know basic things like why not to have 2000000 triangles on every model. Someone that is good enough on both programming and design will make a good integration with the programming instead of giving you more work.