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Member Since 09 Oct 2005
Offline Last Active Apr 13 2014 11:43 PM

#5106923 Implementing a vehicle system with seats that can be occupied by players

Posted by on 04 November 2013 - 08:58 AM


I am working on a vehicle system that should support some properties and I am looking for books, articles, open source projects, or any other kind of resource that can be helpful in implementing these properties.

1 - A vehicle can a number of seats.

2 - Each seat has its own functionality. Imagine a spaceship with one seat for steering and the other for controlling the turret.

3 - Each one of these seats can be occupied by a player (we are working on a multi-player game). The players will be the team that controls this vehicle.


Of course, I don't want to find an exact implementation that meets my needs or something. I just want to know if there exists any resources that I can read in order to gain more knowledge on how to implement such vehicle systems.

#5102832 Open source code that can be a good read

Posted by on 20 October 2013 - 06:31 AM

I recently read many articles that justify how reading others code is so beneficial. I guess this is a very good skill (reading others code) that I wish to strengthen. So do you guys have any pointers to open source projects that I can read for learning. I have no restrictions on what kind of code I read as long as it is beautifully written code by masters who know what they are doing smile.png. So games, game engines, tools, or any other piece of software that I can read and study in my spare time.

#5096993 Latest trends in procedural quest generation

Posted by on 26 September 2013 - 08:41 AM

Hi guys,

Currently I am working on PCG system to generate dynamic quests. Till now I have found some papers and articles that talk about the subject. The most important in my opinion is Ian Parberry's and Jonathon Doran's paper "A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs" (here: http://larc.unt.edu/ian/pubs/pcg2011.pdf). It mainly analyses about the structure shared in most MMORPGs and uses that analysis to create a prototype quest generator. I have made an initial implementation of the ideas included in the paper.


But the problem with most (if not all) of the results I found so far is that they didn't manage to provide a good solution to the narrative and plot part of the quests generated. I mean, you can generate random quests with whatever length and complexity of actions you like. BUT making some kind of logical sequencing or consistency between the quests is not that good.


Unfortunately the idea of procedurally generated quests is not that clear or polished in my mind yet. So I hope through this thread to start a discussion about the latest trends in random/psuedorandom generation of quests.


Any contributions such as research papers, articles, tools or engines that help in defining the idea of generating good-quality quests will be very helpful.