Jump to content

  • Log In with Google      Sign In   
  • Create Account

L i n c k

Member Since 06 Nov 2012
Offline Last Active Jun 10 2014 11:21 AM

Posts I've Made

In Topic: Questions about Polygon Intersection

30 April 2014 - 09:27 AM

The numbers are correct now. Thanks. Actually, I was thinking that I was already normalizing my axis vector, but then I looked again at this part, and I realized I was calling a method to normalize the vector, but the method was returning another vector, and not normalizing the vector that was calling. Just a simple mistake.


Thank you for your answers. I think I fully understand the concept and the code now.

In Topic: Questions about Polygon Intersection

30 April 2014 - 07:18 AM

So these values represent like a magnitude of the axis vector? As if the the axis vector would be transformed in a vector that would go to the first pink dot, and than in another vector that would go to the second one, and the two numbers are the magnitude of both vectors?


I have already Implemented my SAT in my code and it's working, but I made It looking to the tutorial codes and not fully understanding. So in my code the values of min and max come as for instance "-338578" and "49700". Really high numbers, and I don't understand why. My shapes are no more than 700 pixels in size.

In Topic: Need help with right tools to use in a project

12 February 2014 - 05:55 PM

Does libGDX run on browsers without plugins?

I saw on their "features" page that it runs on browsers via Google Chrome Frame. Then I went to know what is this Google Chrome Frame and I found out that it has been discontinued. So it won't run anymore on browsers?


Other than that looks very interesting.

There is also the option of making java Applets. But then the user will need JVM. This plugin does not come along with most browsers right?

In Topic: Need help with right tools to use in a project

11 February 2014 - 05:26 PM

Every decision you make can affect networking. Small decisions up front in your design can change a game from having minimal communications requirements to requiring enormous network requirements. Small decisions in your implementation details can make networking extremely difficult, or make real-world difficulties turn from frustrating issues into problems that require massive rewrites of code. Just because an engine supports network communication does not mean it will be a good fit for your design and your implementation.



Shit! networking is the end of the world! Run for your lives!!!

Sorry... I couldn't hold myself. Anyway, that's sad, bud good to know, thanks.



WebGL is available on the desktop computer pretty easily, but availability is hit-and-miss on mobile devices. HTML5 is also hit and miss, some devices perform reasonably well (getting 10+ frames per second) and others perform at the seconds-per-frame rate, or they just crash. Mobile devices are different from desktop computers, most notably JavaScript performance is typically 20 to 30 times worse than the desktop environment, and memory is tight; once you get into 20 MB or 30 MB of data (such as many graphics) the web page is likely to die.


Wow, that's really bad about the fps. If this is true there is no way making and HTML5 game at all...You mean the realy old mobile devices? Or that includes the medium value ones released in the past 3 years? I need to search for more info about that...


If the game is 2d, you might be better off using GameMaker Studio.  It has some networking built in, but like Unity, I don't think it will be enough for a hardcore MMO.  GMStudio does support all the bigger platforms, and it does support HTML5.  Now, if you want HTML5, I don't recommend you try to have mobile users use HTML5.  The sound is still not functionally sound(forget the pun) on most mobile platforms using HTML5, so you are better off using native builds.  The advantage of using tools like GMStudio or Unity is that it isn't as difficult to create native builds for all these different devices using the same code base(and a few if statements smile.png ).


Yeah, I've seen some comments about game maker mobile sound issue. But I'll take a look in GMStudio little more in depth.



Now....as stated above, an MMO is a very large undertaking.  I don't know how much of the work you personally are doing, or how much experience the team that is getting put together has, but I agree the above people that if this is a first, or even 10th project, maybe you slow down a little.  Just get local multiplayer working, then multiplayer via network/internet, before you start worrying about having a master server(or group of servers depending on how massive that 'M' is in MMO).


Maybe I misunderstand the concept of an MMO. For me It was an online game that support players playing in the same ambient simultaneously. Didn't know it had so much to do with the "massive" part. (but makes sense to have something to do... right? ._.) How many players playing at the same time there has to be to be considered an MMO?

In Topic: Need help with right tools to use in a project

10 February 2014 - 09:02 PM

Thanks frob.


From your answer I could understand that the networking part is something apart form the technologies that I'll be using to build the actual game mechanics. Whichever the engine I choose to develop my game is, It won't have a high influence in the network part. Am I wrong?


I'm saying this because I care more about the game mechanics part. I won't have to deal with networking.


I was taking a look at html5 engines in this website: http://html5gameengine.com/


Taking a look at the most popular and best rated engines, I was thinking about going with EaslJS. Some other engines have bad comments about mobile support. ImpactJS they say it's not good for non-tile based games.


Our game will not be tile based, and will be 2d. Any suggestions on engines?


Thanks for your answer too emcconnell. But the topic is focusing a lot on whether we are able or not to develop the game. That was not my intention. I just want to take some tips and suggestions about tools to use. So I can take this to a discussion with my team.


EDIT: Oh, another question I forgot: There a lot of WebGL based engines. Does WebGL run natively on any device?