Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 18 Oct 2005
Offline Last Active Today, 04:39 AM

Posts I've Made

In Topic: how much xamarin and other cross platform api,s are good?

20 April 2015 - 06:33 PM

For Android, Xamarin runs the Mono Runtime side-by-side to the Dalvik (and/or Android) Runtime. 


I recommend checking out this doc:



For iOS, Xamarin uses an AOT (Ahead of Time) compiler.  

Unfortunately, I don't have a good link to send you that goes into more detail.


And if you're interested in metrics check out this blog post by an ex-googler: 




Those metrics are quite flawed though, J2Obj-C(Java auto-translated to Obj-C) outperforming Obj-C is a pretty clear sign that they are comparing apples and oranges, Xamarin however does perform reasonably well on both iOS and Android as long as you stick with the native API wrappers and don't use the horribly buggy and slow Xamarin.Forms(allthough being able to share your UI code between WP,Android and iOS might make it worth the hassle to get that junk working decently).

In Topic: An alternative to Match Engines in Football Manager game.

15 April 2015 - 11:45 AM


It's possible, but as with any simulation the realism of the results is proportional to the realism of the simulation. For example you could have a statistic per-player that indicates how likely he is to get injured in a game, say 0.05 for 1 in every 20 games. It might turn out to look ok but there is a whole bunch of information missing from determining whether he gets injured:


- Was the other team aggressive?

- Was he playing in or out of position?

- Was he 100% fit before the game?

- How many minutes did he play?

- How aggressively was your team as a whole tackling the opposition?

- How aggressively was the opposition told to attack your team?

- How aggressively did you ask him alone to tackle other players.


The list goes on, there are tonnes of metrics by which such a decision can be made. Football Manager didn't start out analysing all of these things. Back in 97/98 it was probably much more simple and since then it has evolved into a beast of a simulation. I would suggest just starting simple and gradually introducing other factors into your AI decision making as you find your existing systems limitations. Don't set out to beat Football Manager from the start because as a one man team it is simply too much work.


Source: I was a gameplay developer on Championship Manager 2008 and 2010.


Have fun!

Thanks for the reply.


In my last 6 months of fiddling with the probable algorithms, I realized that it is a herculean task. And this is the reason I thought about going with the results without any gameplay; fully aware that it won't give the players that thrilling experience. But then, I don't have any team at my disposal. It has really been a effort gone in vain searching for the gameplay developer in India. There just aren't enough people!!!!


I will ask your suggestion for one thing- should I wait until I find the willing guy or should I start with some what half baked version of the game? I really want to test my ideas about whether these will be acceptable by the community. So, it is becoming a kind of itch that is getting intolerable. biggrin.png



You will not find someone capable who is prepared to dedicate massive amounts of time to your ideas without proper compensation, you really only have three options:

1. Get the money to pay people to work for you.

2. Start working yourself, if you make something good and take care of all the heavy lifting others will be willing to help you make it better.

3. Forget about it.

In Topic: How to protect the idea?

14 April 2015 - 03:51 PM

So, here's the deal, I've got an idea, and I want to protect it. By that, I am not talking about piracy protection, more like content protection.


Say there's a hypothetical scenario, a fiend hacks into my files and steals that which I plan to put into development, and that thing finds its way into big bucks publishing house and they end up hoarding million for something whose concept I conceived... how can I protect myself from such a scenario outside of making a patent, it being under lock and key?


Don't worry about others stealing your idea, most likely your idea falls into one of three groups:


1. ideas that won't work (too expensive, tech isn't ready, market doesn't want it, the idea is stupid, etc)

2. ideas that recently became feasible due to <something>

3. new ideas that were inspired by <something else>


if your idea falls into 1. but you know how to bring it to 2. then you don't have to worry about others stealing the idea itself, worry about keeping your solution to the problems secret instead (and if possible patent those solutions if they are patentable)


if your idea falls into 2 or 3 then you need to get off your ass and start working, even if you are the first in the world to have the idea and most others who get the idea wrongly place it in 1. you can be fairly certain that someone somewhere will come up with something similar and decide that it is worth persuing, if you sit around and wait someone will beat you.

In Topic: Difficulty of making a strategy mmo?

13 April 2015 - 07:43 PM

Actually, I don't think it would be impossible hard.

If you leave out that initial 'M', of course; the one that stands for 'Massive'.

I think it would be way easier than creating a single-player game because no matter how much Herculean efforts you put into AI, it won't beat human players (no matter how dumb tongue.png) - so, yes: go for it. smile.png

TBH, when it comes to browser/mobile style "MMO:s" that extra M isn't all that difficult, those games tend to only have indirect interactions between players which makes scaling out a heck of a lot easier than it is for MMOs with realtime interaction between players.

In Topic: Looking for step my step guide for visual studio

11 April 2015 - 07:36 AM

Okay, lets say you have a "go scout somewhere" button on screen. Which of the 2 engines will allow me to more easily code:

1) The AI automatically selecting the most suitable unit (or units, depending on designated area size and/if the character has enough skill for it) for the task,

2) Guiding the unit completely automatically until the LOS of the unit has covered every nook and cranny in the designated area at least once,

3) Run away if there is massive enemy presence,

4) Fight other scouts if they are there,

5) Do all of the above that is dependant on: A) Unit's particular skills and B) Character skills and perks


That part is about as hard regardless of which engine/framework you choose, you will most likely have to write most of the code for it yourself, AI is normally not an engine feature.


with unity you could do it using a separate mostly empty gameobject with your high level AI script and have it send off messages with the high level orders to the units (and your UI buttons can pass messages to the high level AI) and then give each unit a script that acts on those orders and make their own lower level decisions.