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Member Since 02 Sep 2012
Offline Last Active Apr 27 2013 04:03 AM

Posts I've Made

In Topic: Saving Game Data (map, entities, progression etc.)

04 April 2013 - 04:44 PM

If the game is simple, you can use the .ini file format. Editing is also simple, because it can be done with a text editor.

Thanks, I know A LOT of games use ini, but honestly have never edited one, what are the advantages? surley if it is simply writing values to the file, i will come across the same uglyness of writing to a txt file and again can easily get a little sloppy.


Are there any good web-tutorials on ini? quick google, didnt really show any promises :/


Thanks though

You shouldn't need a tutorial to make INI files, they're pretty simple and informal. They're just plain text files with name-value pairs.




As far as integrating it with C++, just stream to write/read file from the file.

In Topic: Tips for starting development of a Java 3D Game

04 March 2013 - 04:23 PM

Literally every question you posted can be found on these forums. I don't mean to be rude, but use the search feature so somebody else doesn't have to for you. These threads come about very often and have been answered countless times before.

In Topic: [Tutorial] Instant-Insertion Quadtrees

08 February 2013 - 10:30 AM

I really need to find a good tutorial like this for Java. The ones I've looked at haven't been much help.. maybe it's just me though.

In Topic: Good tutorials for learning Java?

11 September 2012 - 08:14 PM

Java for Dummies helped me learn pretty quickly, but I also had a pretty deep knowledge in other programming languages.

As far as gaming is concerned, you should try reading "Killer Game Programming". It's pretty old but it is still very helpful.


In Topic: Timer vs. thread.sleep();

11 September 2012 - 08:13 PM

I've had pretty good results with Thread.sleep() but I haven't tried using a timer so I can't speak about that.

I had a 2D game with a top-down view (like Zelda LttP or Pokemon) and I've ran it for 45 minutes to an hour with 0 frames lost at 30 frames (and game.updates()) per second. Haven't tried it any higher but that's only because I don't have a reason to.