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Member Since 24 Oct 2010
Offline Last Active Apr 30 2015 11:35 AM

#5218276 Open World games in Unity game engine?

Posted by EddieV223 on 22 March 2015 - 11:11 AM

With Unity 5, you can load/unload levels in the background additive. This means you can load parts of a large open world at any time, and unload those parts too. Which means you can break up and store your open world as a levels which get loaded in the background async with no loading screen or lag.


In this way you can load only the cubes the player is in, and the cubes around him, and unload the ones that are not. That said you must also decide some feature for handling view distance beyond the loaded sections of your world, like fog or perhaps having some LOD.

#5215356 Good Engine For 2D Games?

Posted by EddieV223 on 08 March 2015 - 10:00 PM

Since you said "Engine", but didn't give any extra details about your skills or what you are attempted to accomplish, I think your best bet is Unity or Unreal engines. Of the two Unity is the easier to work with.

#5214617 When and how do I start graphics? (C++)

Posted by EddieV223 on 04 March 2015 - 08:18 PM

IF you really want to use c++ and make games then learn SFML it's object oriented, fast, and will teach you good habits. Combine it with box2d for physics/collision detection.


Once you can handle that stuff you may consider UE4, it's free and you can script in c++ with it.


That said if your end goal is making 3d games then perhaps just skip on up to UE4 or Unity with c#.


Check my sig for more info.

#5214613 Unity - Script Languages

Posted by EddieV223 on 04 March 2015 - 08:08 PM


Beware of people that tell you that a particular language is "easy". When people say "easy" when talking about programming, they *usually* mean "easy to throw code together without thinking about writing good code" and not "easy to write good code and maintain large games".

So basically... C# its better?


It will serve you better in the long run. Most Unity developers use c#, and by most I mean 90% or so. Plus it's a general purpose language that runs managed or native(vs 2015 .net native/IL2CPP), so you could also use it outside of Unity for anything.


Also since you are starting out you should watch these videos or else.


#5214228 unique_ptr doubt

Posted by EddieV223 on 03 March 2015 - 10:00 AM

Use make_unique first of all, not new directly.


If ClassB inhertis from classA then its ok to store the pointer variable as classA. However you'll need to cast it back to ClassB to reach it's functionality.


Once you get used to using make_unique and make_shared you won't use new/delete directly anymore.

#5214058 How to build my first game

Posted by EddieV223 on 02 March 2015 - 05:30 PM

Watch these videos.


#5213798 So were do I start?

Posted by EddieV223 on 01 March 2015 - 08:54 PM

Time for a dose of reality.

Watch these videos.


#5204240 A good engine for a space game?

Posted by EddieV223 on 14 January 2015 - 11:21 AM

Low level graphics apis almost always use floats in their calculations anyways due to shaders. There maybe a way to do it with double in shader but it doesn't matter.

You can use Unity and in your scripts use doubles to track the data, then convert to float and send unity that data. I've done this with a gravity simulator. In this way your calculations are double accurate, but then you just send the renderer the float approximation.

#5165696 c++ help

Posted by EddieV223 on 08 July 2014 - 06:05 PM


I'll explain.
Upvote for Seinfield.


Sometimes it's best to lead the student without simply giving the answers.


And no I didn't down vote you.

#5165599 c++ help

Posted by EddieV223 on 08 July 2014 - 11:57 AM

Of course it is possible though text processing can be difficult.   The simplest way to do this is a text in stream.  These classes have very similar syntax to your console streams.




Then you need to come up with a format.


Here is an example



Beer 12 pack




Beef Jerky




As you can see there is a repeating format here.  Every data field has it's own line ( the delimiter ).  Each product has its string name, and its price.


When you parse this you can create a vector of products ( think Products class or struct ) to hold your data.


Bonus points, give each product a uniqueID ( not a string ) that can be used for identification within your app.

#5164918 c++ basics

Posted by EddieV223 on 05 July 2014 - 12:57 PM

Try these video tutorials.



#5163651 Game engine for beginners, details here...

Posted by EddieV223 on 29 June 2014 - 11:43 AM

Obviously unity is your best choice, but something you didn't mention is this,


Game Studio A8 http://www.3dgamestudio.com/



PS go with unity.

#5142662 A little help. Is this 3D or 2D?

Posted by EddieV223 on 27 March 2014 - 01:15 PM

Since you say you have done 2d already I would suggest learning a 3d engine like Ogre3d or Irrlicht.  Don't try to write your own engine using low level api like directx/openGL.  That not only would take a very long time for one person to write but require a very high skill level.


If you still want to hang around 2d for a while use sfml 2.

#5139790 C# FPS, where do I start?

Posted by EddieV223 on 17 March 2014 - 02:22 PM

The true definition of an infinite loop is one that never ends.  You don't want to write an infinite loop, you must break out of this at some point, say when the game ends or the player chooses to exit.


There is a article on this site about component architecture, and also several books that cover it in a chapter.  Such as Game Programming Gems 6 chapter 4.6 .


You really should start reading books on the subject of making games as all this will be explained within.  A good book about 2d ( which is a good place to start ) is SFML 2 game development, check my sig for the link.  If that's not what you want then search amazon for what you are looking for.

#5139535 [SFML]Impementing movement for a 2d car

Posted by EddieV223 on 16 March 2014 - 01:58 PM

Do you want the car to rotate when turning?  It doesn't really need to unless you want the car to actually turn at an angle.  You could always keep it forward and just slide it to the left or rigth a bit when steering and moving forward.  This will allow you to use FloatRect to do collisions.  Otherwise you will need to create a rotated box class for collisions.


That said you can get from the transform the direction this object is facing and then use that to move the object forward, and rotate it a little when you want to turn.