Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 19 Jul 2011
Offline Last Active Jan 19 2015 10:23 AM

Posts I've Made

In Topic: Web Games

07 January 2015 - 10:00 AM

I recommend looking into Emscripten. It is basically a C/C++ compiler that outputs to JavaScript using HTML5 canvas or WebGL. It also wraps OpenGL and SDL making your code ultra portable.
We have already used it commercially for our web games at work and it has proven to be a very good solution

In Topic: Best language for mobile apps

24 November 2014 - 03:36 PM

I also recommed C++ because Java, and C# (and to some extent Obj-C) are largely the same once you know them (and if you choose to not take advantage of any of C++'s most powerful features). C++ however is although a second class supported language on most mobile platforms, it is still a "supported" language so you can generally port your game to any platform with maximum code reuse.


Unfortunately since C++ is not a first class supported language for most mobile platforms, the API documentation is often terrible.

In Topic: Why do I need to define methods twice?

31 October 2014 - 02:00 PM

Half a minute is a pretty terrible compile time, honestly. It's damn good for large C++ projects, yes, but that C++ programmers have settled for half a minute being fast is really sad.


Compared to waiting for slow ass Unity to do an iOS or Android build, yeah half a minute is lightning fast! When done correctly, the C++ build system should be incremental so in reality is much faster than 30 seconds during a typical code / test / debug cycle.


As to the OP, a typical C++ header is where you declare the class and functions and the .cpp unit is where you define the implementation. Dont think of this as declaring the functions twice. Instead think of it as separating out the architecture from the implementation. It has worked well like this in the past and will continue to do so well past our lifespans smile.png

In Topic: Has this game, or something similar, already been made?

29 October 2014 - 03:49 AM

The closest thing I can think of is a game similar to Simcopter (same engine in fact) called Streets of SimCity.




It was basically a driving game but the random generation of cities could be done in SimCity 2000 and then played instantly.


Depending on the game mode, the cars had weapons (similar to Interstate '76 /'82) but much of the game was about driving around collecting and delivering packages. You also couldnt get out of the car unlike GTA :)

In Topic: Database for Java?

18 October 2014 - 06:40 AM

If your usage of the database is quite low and your server can do its own locking (i.e an exclusive lock of the whole database whilst saving some player stats), then I might recommend SQLite.


There are a few java bindings knocking around like: http://code.google.com/p/sqlite4java


SQLite is cool because it is very easy to migrate between servers and does not rely on sockets so your game server can access it directly (obviously this means you want the SQLite database on the same server).