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Member Since 16 Jul 2004
Offline Last Active Yesterday, 03:16 PM

Posts I've Made

In Topic: Why do most people recommend Python

22 September 2016 - 10:18 AM

I used to recommend Python because:

* Low barrier to entry

To begin writing Python all you need is the runtime and the included IDLE or notepad.

Also Python doesn't require you to learn any higher-level concepts to get started. You create your text file, enter a line of code and it can be run. You don't have to know or be distracted by things like namespaces, classes, imports/includes, entry points, etc.

* Batteries included

A library for just about everything you will ever need to do is included. For the things that are not, it's easy to find and install a package into your environment.


These days I recommend JavaScript in the browser. The syntax is a little more obscure being c-like, but there is no shortage of simple game engines out there for HTML5 browsers. And all you need to get started is a web browser and text editor. And, like Python, you do not need to learn higher level concepts to begin following a tutorial on phaser.js.

In Topic: New Free Service: Remote SQL Database for Your Game (BaaS)

27 August 2016 - 12:26 AM

Can you sorta talk about how this is more advantageous to hosting a database locally for prototyping, or hosting the database along with the application on the same network or server? 

In Topic: Low level serialisation strategies

24 August 2016 - 04:11 PM

I have to agree that a KISS strategy is best. A well-organized suit of serialization methods reads nearly as cleanly as any of the declarative frameworks like Protocol Buffers, reduces dependencies, simplifies the build process (again, protocol buffers), and is far simpler to debug. Serialization isn't rocket science, no reason to make it that way with some opaque abstraction.

In Topic: Pseudo 3D And Eye Of The Beholder Or Bard's Tale

08 August 2016 - 08:19 AM

I did a little toy project a while back that mimicked the aesthetics of these classic pseudo 3D FPS RPGs. The originals had created static images for all of the walls and doors at their various positions. I used OpenGL and rendered things as you'd expect with the API using 3D.

The difficulty in recreating the experience of these old games is that, as they were only pseudo 3D, the perspective and FOVs don't exactly conform to the physical reality that our 3D hardware was designed to model.

For example, one challenge I had was the fact that the camera position needs to actually be some distance behind the point where your character is standing, otherwise your field of view will not actually intersect with anything in that room besides the back wall (it's too close). You'll actually be viewing the next room. Adjusting the FOV to be much wider and placing the camera on the wall behind where the character was to be standing helped, but this made rotation a little wonky. Rotating the player didn't actually just reorient him. I had to both reorient and move the camera to the other wall. So, if you could imagine a circle that enclosed each room, the camera is always on the perimeter of the circle pointing in at the center. Rotating the camera actually moved it along the perimeter into one of the four cardinal directions pointing inwards. It wasn't perfect but it looked OK.

In Topic: Do you usually prefix your classes with the letter 'C' or something e...

27 May 2016 - 12:43 PM

I always prefix my classes with "C" and suffix them with either "Manager" "Helper" "Utility" or some other meaningless word just because.