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Little Coding Fox

Member Since 08 Apr 2003
Offline Last Active Sep 21 2013 11:24 AM
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Topics I've Started

Character Creation a la Skyrim/Fallout3/Guild Wars 2

09 September 2013 - 09:44 AM

I'm sure this has been asked before but unfortunately I'm unable to find any results on Google, so hopefully you won't mind me asking again...

 

I was wondering, what would one need to create a character creator a la Guild Wars 2/Skyrim? Basically, decide on some characteristics, and have the character model magically generated by the code.

 

I'm sure some models are used to calculate each different bit but I could use some tips on how I might achieve this, as I have absolutely no idea how I could do the same.

 

Any Language/API will do, as long as I have an idea on how to do it. Any help would be appreciated!

 

Thank you for your time.


Creating a reference object without modifying base class - Possible?

13 April 2013 - 03:55 AM

I'm working on some AngelScript bindings for a framework I'm working on, and I have created a generic reference countable class that works fine with AngelScript, but I have some problems when I want to interface the properties of the contained class with the scripts.

 

To give you an idea, let's say I have a class Texture. I have something like this in my Reference class:

 

class ScriptReferenceTexture
{
public:
	SuperSmartPointer<Texture> Object;

	uint32 ReferenceCount;

	ScriptReferenceTexture() : ReferenceCount(1) {};

	void AddReference()
	{
		ReferenceCount++;
	};

	void RemoveReference()
	{
		ReferenceCount--;

		if(ReferenceCount == 0)
		{
			delete this;
		};
	};

	static ScriptReferenceTexture *Factory()
	{
		return new ScriptReferenceTexture();
	};
};

So this works fine for containing the Texture object, but let's say I want to connect a regular Texture to a ScriptTexture stored in another script class, or want to add methods that access the Texture's own methods. I can't do that since the reference counting bit isn't in the Texture class, and I'm using a smart pointer to store the texture class so modifying the Texture class is not going to work.

 

I really don't want to change my resource handling scheme since SuperSmartPointers are too important for the native side (since my framework should be used both with and without scripting), and they also allow for the implicit destruction of their contained object (which goes against the AngelScript reference style).

 

So does anyone have any idea of how I could solve this?


Need some help developing an universe

23 March 2013 - 02:44 AM

I've been developing a fantasy universe for a while now, about two years. I'm at that point where I need to add all those tiny details that are necessary for making the universe credible - that is, details like how the economy works, what sort of police force it has, etc - but, I'm having trouble coming up with what those details are (not so much about coming up with their actual content). I've been told by several people to check history books and such, but I don't know what to search for so I'm still kind of lost there.

 

You can find all the information I have developed about this universe at https://docs.google.com/document/d/1XK9nRByKCZfcX59lm6d0TCQfJmsK_eP1EIech1u5ayE/edit?authkey=CN34wYMM&authkey=CN34wYMM

 

Hopefully this will explain my problem properly: I have no trouble deciding these details, but I have trouble thinking about which details to include. For instance, a friend of mine suggested the police force detail, but before that I had no idea of that detail to include.

 

I was hoping to get some help to figure out which details I should include to make this feel more like a living world rather than something artificial, any help is appreciated!


Alternative to Node/Grid-based pathfinding for 2D game

04 March 2013 - 05:56 AM

Hello,

I've been working on a 2D tile-based game and due to the way I do the pathfinding (Dijkstra-based) I've had to force my moving entities to be grid-positioned due to all sorts of problems that arised from trying to move them otherwise (such as getting stuck on the player or on the map).

 

All the entities are positioned in tile coordinates but they can move between tiles, they just won't move properly. I realize that the reason that I'm having so much trouble getting that working is due to the pathfinding algorithm. I've also recently gotten per-pixel collision to work, so now I'd like to know if there are any algorithms for 2D pathfinding that are freeform, so I can release my entities from being stuck on a grid.


Question regarding Wizards of the Coast patent

19 March 2012 - 10:18 AM

Hello everyone,
I'm currently unable to acquire the services of a lawyer, and I am worried that a game I'm developing, although not a card game, might infringe on the Wizards of the Coast patent (http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=5,662,332.PN.&OS=PN/5,662,332&RS=PN/5,662,332). The funny thing is, it's not even a card game.

Right now this the basis for the game: You (the player) design your own spells by combining all sorts of effects sequentially over several "lines". Then, players select up to 12 different spells and "equip" them in a "spell list". Finally, players compete with each other by performing on duels.

Each spell has a specific cost, with several "natures", such as life, peace, dread, etc. Basically the whole gameplay is, after the inital "make your own spells and equip them" part (which is done before the game even actually starts), you have a game board in the middle of the game composed of spheres of several colors, and you match those as a rectangular shape in order to gain that color as a specific mana nature. Afterwards, you may choose one of your 12 spells, and cast it at any time.

Back to the main subject, in this game you don't trade anything other than combinations of effects. There are no cards. There is no graveyard, no hand, no deck. You re-use your spells constantly. As you might have guessed, this is nothing like a card game. However, me not being a lawyer, and considering this game will hopefully become a commercial game, I really need to be sure that I'm not doing anything wrong.

As I mentioned, I have absolutely no way to acquire the services of a lawyer. There's just no way I can do that right now. The game is already about 20% done, and it will take a long time to complete, but I need to know whether I am indeed infringing on the patent since, should the game be released, I might have to pay several times more due to some sort of infringement than I ever earn with the game.

Can any of you give me a hand? I really need some help... But it needs to be from an actual lawyer or someone who is indeed quite familiar with patents and such, since otherwise I'll always doubt whether whatever information I get is actually right...

Thank you for your time, and sorry if I seem kind of desperate, but I am feeling rather insecure at the moment.

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