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4: Adsense

Performance: GC is being made on a potato.

Performance: GC is being made on a potato. I haven't posted about GC in awhile. I have done work (most of it regarding the combat system) but a lot of the work is still "on paper" as opposed to "in the game".
The performance of the game has been a concern of mine for quite some time now. Granted, my dev machine is not a powerhouse. In truth, it is the polar opposite of powerhouse, unless your defi...

If I were to make Golem now...

If I were to go back and remake Golem today, what would I do? Where would I start? As I have mentioned in previous entries, I would almost certainly use an engine now instead of rolling my own. (Although, to be fair, back then there wasn't nearly the wide range of available engines to do this stuff with, so rolling your own was almost a given.) Without ha...

Golem

In the previous post, I commented how I didn't see any use in re-factoring and re-building Golem, the way evolutional is re-factoring Manta-X. I'd like to elaborate on that a little bit. 
It's not that I don't find any value in the game itself; Golem is a game that I most definitely would like to revisit at some point. I feel like I had a lot of good...

On The Topic Of Retrospectives...

Evolutional's recent post about digging through some old code inspired me to take a look at some of my own. I had recently found a copy of the working development folder of my old game, Golem, on a hard drive in a box, and while I've peeked into it out of morbid curiosity, I haven't felt the inclination to dig very deep until now. 
Golem was an isom...

Haste, slow, and refactoring

As part of the AI and control refactor, I refactored the basic components that provide the turn-basedness for the unit controllers. 
Previously, the turn system was controlled by 2 components: the Turn Scheduler, which runs scene-wide and provides a 'heartbeat' on a specified timer; and the command queue component per combatant, that listens for the...