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Nypyren

Member Since 19 Aug 2002
Offline Last Active Yesterday, 10:49 PM

#5209180 Making assets unattainable

Posted by Nypyren on 06 February 2015 - 06:34 PM

You can't make your assets perfectly inaccessible to users but still accessible to the game. The assets in popular games ARE accessible, you just aren't looking in the right spot.

If you just want to do what they do, they're usually just using a packed file of some kind. It's a big file that contains multiple files inside it.


#5209149 3D open source model

Posted by Nypyren on 06 February 2015 - 03:14 PM

...but we only need game models, not usual free. I am looking forward for any information where I can find available game models.


http://en.wikipedia.org/wiki/List_of_open-source_video_games

In the "Open engine and free content" section, sort by the "Dimensions" column and download all of the ones that say "3D".


#5208929 3D open source model

Posted by Nypyren on 05 February 2015 - 02:42 PM

http://lmgtfy.com/?q=free+3d+models


#5208517 Trying to test a sever using my public IP

Posted by Nypyren on 03 February 2015 - 07:35 PM

or is this a router issue not sure.

It could be.
Your public IP is the IP address of your router on the internet.
Have you configured your router to forward any inbound traffic on that port to your server PC?


Isn't bind for reserving a local endpoint for your socket? You have to pass it your local endpoint info, not your router's WAN-facing endpoint.


#5208513 Trying to test a sever using my public IP

Posted by Nypyren on 03 February 2015 - 07:21 PM

It's a problem in your code. Post your code.


#5208338 "Miniatures" games on pc (space combat)

Posted by Nypyren on 02 February 2015 - 10:17 PM

Star Control 2 (modern freeware port: Ur-Quan Masters) - space combat is 1-on-1, very simple by today's standards but gets its replay value from 25 totally unique ships to fight with in different match-ups.

 
Tried that. Looked interesting, but this is too much of an adventure game for what I'm particularly interested in right now. I'm only looking for just a skirmish game.


Ignore story mode - it's good, but you're interested in skirmishes. The game's "Melee" mode is closer to what you're thinking of. No story. Just battle.

- Each side picks up to 14 ships.
- Each ship has a point value assigned to it, based on how powerful it is in general.
- Each fleet gets a value equal to the sum of the ships it's composed of.
- Battle begins by both players picking an initial ship.
- Each time a ship is destroyed, a player picks one of their remaining ships.
- Last player with ships remaining wins.

Some ships are strong/weak vs. specific ships (a bit like rock-paper-scissors with 25 different options to pick). Sometimes this is wildly outside of what their point value might indicate. The goal (if you want) is to optimize your fleet composition and piloting skills to take down an enemy fleet of the same point value with ships to spare.


#5208295 "Miniatures" games on pc (space combat)

Posted by Nypyren on 02 February 2015 - 05:46 PM

I'm not sure if you're looking for table-top style minatures games or realtime games, since you mentioned 40k.


Anyway, realtime top-down space combat that I've played and liked:

Star Control 2 (modern freeware port: Ur-Quan Masters) - space combat is 1-on-1, very simple by today's standards but gets its replay value from 25 totally unique ships to fight with in different match-ups.

Space Pirates And Zombies (SPAZ) - space combat is many-on-many (usually 3 vs a dozen or so, sometimes more).


#5207927 Strange Exception in the framework

Posted by Nypyren on 31 January 2015 - 02:05 PM

There are two things you might try:

First, you can tell the debugger to stop when a first-chance exception occurs. In Debug -> Exceptions, enable the checkbox next to "Common Language Runtime Exceptions". This will suspend the program whenever any of the exception types in that category occur (including FileNotFoundException - you can enable the checkbox for JUST that one if you want to go digging for it). This will give you a callstack when the exception occurs and MIGHT let you see the filename.


Second, you can try enabling .Net framework source stepping. I've had varying levels of success with this, so it may not help us here...

https://msdn.microsoft.com/en-us/library/cc667410.aspx


#5207915 Strange Exception in the framework

Posted by Nypyren on 31 January 2015 - 01:26 PM

(EDIT) You can safely ignore first-chance exceptions, unless it isn't handled. Since you're not getting a callstack, I believe it's being handled.

"First-chance" means an exception is being thrown somewhere, and the debugger is able to capture it *before* it looks for a catch block for it. There are unfortunately quite a few things in .Net (especially in the Core framework) that will throw-and-then-catch exceptions internally, which result in this kind of noise in the output window.

You can demonstrate the same kind of behavior with the following code, if you want:


try
{
    throw new FileNotFoundException();
}
catch
{
}



#5206975 Second programming language...

Posted by Nypyren on 27 January 2015 - 01:19 PM

Oh, my bad. I interpreted "14 years programmer" as programming for 14 years, not 14 years old. Yeah, functional programming might be a bit premature.


#5206972 Second programming language...

Posted by Nypyren on 27 January 2015 - 01:06 PM

You might as well learn a functional language to expand your horizons. I learned F# for a few months and it really opened my eyes to other styles of programming.


#5206810 Gridless map in Visual Studio Express 2013

Posted by Nypyren on 26 January 2015 - 07:46 PM

I havetossed around the idea of making a multi-dimensional array with and x and y axxis to represent a grid, make each point on the grid one meter in size, and then render the "tiles" as the map.


Sounds good to me. Define a class or struct to represent one tile, and then make an array of that type.
 

This would require storing things like the material (IE grass, asphalt, contrete etc) located at each location and the agent type located at the cordinate.


The material part sounds fine. I'm not sure about agents. Do you have exactly one agent for every location? Can a location be empty? Can it have multiple agents at the same time?

If you can have a varying number of agents for any location, or agents that frequently move to other locations, then I would store agents in a separate list, and give the Agent class fields to hold its map coordinate - x and y, for example.


#5206328 Domino effect physics

Posted by Nypyren on 23 January 2015 - 09:10 PM

http://en.wikipedia.org/wiki/Linear_algebra
http://en.wikipedia.org/wiki/Rigid_body
http://en.wikipedia.org/wiki/Rigid_body_dynamics
http://en.wikipedia.org/wiki/Collision_detection
http://en.wikipedia.org/wiki/Sweep_and_prune
http://en.wikipedia.org/wiki/Gilbert%E2%80%93Johnson%E2%80%93Keerthi_distance_algorithm
http://en.wikipedia.org/wiki/Collision_response
http://en.wikipedia.org/wiki/Constraint_(classical_mechanics)

...should get you started.


#5206324 Machine Learning for procedurally generated levels.

Posted by Nypyren on 23 January 2015 - 08:52 PM

Extremely difficult.


#5205913 Projectiles in a video game

Posted by Nypyren on 21 January 2015 - 09:13 PM

http://en.wikipedia.org/wiki/Object_pool_pattern




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