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#4981496 i made a critical error, life has no try catch?
Posted by Postie
on 18 September 2012 - 07:07 PM
1) Two months in the grand scheme of things isn't very much time. After two months of intense study you're still barely scratching the surface.
2) In computer science every new thing is built on something old. Language syntax and API's may become obsolete, but the core concepts of programming and the skills associated with them don't. API knowledge isn't the mark of a good programmer, anyone can use google.
A related anecdote: 15 years ago the only programming languages I knew were C and QuickBASIC. I started a new job using visual basic. After 3 years I moved to a new job where the language of choice was Delphi. And then more recently I took up C#. I don't consider anything I learnt in any of the previous languages a wasted effort, even though arguably C, BASIC, Visual Basic and Delphi are "dead" - in terms of new project uptake. I'm a far better (and more adaptable) programmer now for having taken the journey through all those languages than if I've stuck with just one thing for 15 years.
#4976668 Generating Large Maps Using Libnoise (Limits?)
Posted by Postie
on 04 September 2012 - 09:18 PM
Basically, each client just generates the area of the world immediately surrounding that player, while the server has to generate the area(s) surrounding each/all players.
...Also ensuring that the map generation process is deterministic.
#4976250 Generating Large Maps Using Libnoise (Limits?)
Posted by Postie
on 03 September 2012 - 06:56 PM
#4975595 Point To Polygon
Posted by Postie
on 01 September 2012 - 06:23 PM
If you need to include all vertices, the polygon is going to be a concave hull, and you start to run into problems. Unless you know there are definite constraints on the way the vertices link up, like say a maximum distance or angle between vertices, you quickly discover there are many solutions for even a small number of vertices, doubly so if you allow self-intersection.
#4969671 Getting Cube You Are Looking At (Voxel Engine).
Posted by Postie
on 14 August 2012 - 07:15 PM
#4966586 "Seeding" Multiplayer Games?
Posted by Postie
on 06 August 2012 - 01:21 AM
#4965075 Obscuring the game code
Posted by Postie
on 31 July 2012 - 09:56 PM
Quoted from RockPaperShotgun:
“I stopped working on Infiniminer when the source code was leaked. It was totally my fault, as that’s what I get for releasing an un-obfuscated .NET assembly, but it nevertheless enabled hackers to create hacked clients and players upset with my balancing decisions to fork and write their own clients and servers.”
So it's worth doing some really basic obfuscation and making sure you don't release debug builds. Also, listening to your community and getting them involved will eliminate the need for them to build their own stuff based off your work.
#4963812 Achieving oldschool platformer physics
Posted by Postie
on 27 July 2012 - 06:33 PM
Essentially what you're asking is: How do you make a game act as though it doesn't use a physics engine.
Easy. Don't use a physics engine. Adjust the velocity/position of the objects directly, don't factor in acceleration or mass or friction or any of the other physics related parameters.
I realize that, but I really don't want to start handling collisions, so I am wondering if you can force Box2D to be less "physicy"
Fair enough, though it may be easier to write a simple sprite-based 2d collision detection system than trying to wrangle Box2D to work less like a proper physics engine.
#4963810 Preventing Chaos in your game code
Posted by Postie
on 27 July 2012 - 06:26 PM
A good metric for determining if refactoring is required is if the code makes sense to you at a glance a few weeks or months later. You can often overlook obvious design flaws when the code is fresh in your mind.
IMHO, it's better to code an imperfect solution and then improve it later (if you have time) than spending hours agonising over producing the perfect design first time. I know this because I'm guilty of it all the time.
#4961550 How to simulate pressure with particles?
Posted by Postie
on 20 July 2012 - 07:47 PM
#4961538 Aim using a vector?
Posted by Postie
on 20 July 2012 - 06:54 PM
If the speed of your bullet is low enough that its reasonable that the player will be able to see it coming and dodge it, then you'll have to use collision detection. There are ways of preventing situations where collision detection misses a collision due to the speed of the projectile, you can simply test against an object that is extruded forwards in time by a certain amount, or use shorter timesteps to get a higher resolution.
#4960796 textures textures textures :)
Posted by Postie
on 18 July 2012 - 09:45 PM
That said, I'm currently using .png, as it is easier to manipulate during development. When I'm closer to release I'll convert them all to .dds and see if it makes a difference to performance at all.
#4958616 interpolation of normal on low polygon useless
Posted by Postie
on 12 July 2012 - 07:25 PM
Also, don't forget to re-normalise the normals after summing them together.
#4942422 C# SQL connector very slow
Posted by Postie
on 22 May 2012 - 08:55 PM
#4942141 Broken Game as an Anti-Piracy Measure
Posted by Postie
on 22 May 2012 - 03:40 AM
Using such a scheme is risky due to the chance of false positives. But it was terribly amusing to read about.
In my personal opinion, there's nothing you can do to make your game completely secure. DRM is good in theory, but when it goes wrong (and they ALWAYS seem to go wrong), you risk pissing off your legitimate customers while the pirates have already found a way around it so they aren't inconvenienced.
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