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viper110110

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  1. I'd like to see more games that revolve around the player building skills, similar to counter strike or starcraft. In those games, all players start on a level playing field each round, from absolute beginner to pro (same gear, same available weapons, etc). There's too many games that give advantages to players that hit certain levels, ruining the experience for newer players. Halo 4 was a big disappointment to me because I couldn't start a round with the same weapons as other players. I was told "It'll be better when you hit level 20 and unlock the weapons and perks".
  2. If you're trying to do this as a business, refer to what Khatharr said.   If you're doing this for fun, the next thing I would work on is trying to get some synchronized real-time gameplay going on, such as player positions. While a proper MMO will require thousands of man-months from experts and millions/billions of dollars, you can probably get the basics of networking working just on your own. Make a client simulator and see how it handles hundreds or thousands of players. Proceed from there.
  3. If you can make it work for yourself, try getting up earlier or staying up later. Seeing as she doesn't have a job, I would assume she sleeps in every day. You could try getting up half an hour earlier every day and working on your project while she sleeps. Bonus points there because you'll be fresher in the morning than you would be in the evening.
  4. Procedural terrain generation is a common one I've seen a few people do (myself included).   Network prediction might be an interesting one, or implement some sort of graphical feature. I'm not sure your school's policy on working with your friends, but mine was that your part of the project had to be runnable and marked on its own.
  5. I'm not entirely sure about game dev in assembly, but I do know that rollercoaster tycoon was made in assembly except for the parts to interface with windows and directx. My guess would be that you have to do something along those lines.   Alternatively, make a game using ascii art?
  6.   Personally i would invert the logic [source] get {       if (!somecondition) {         return null;     }       //code goes here       return something; } [/source]     I like what you did, and if I recall correctly its what resharper and/or stylecop will suggest to reduce nesting.   The right thing to do is to find out exactly what your coding standards should be at your place of work. If there is no hard established standard, you should ask about establishing one. Where I work, we have a wiki article describing the standard and an emacs config that enforces it.
  7.   Sounds good, I'll give it a shot. I only have a handful of lakes for now, possibly ranging into the dozens, so time isn't much of an issue here.
  8. I have created some lakes, some of which have rivers. These rivers flow out into other lakes, or sometimes out to the ocean (which I have represented as a lake). For the purpose of the graphical world making sense, I now need to raise these lakes so that when they flow, they flow downhill. I'm now stuck on the algorithm for determining the heights.   Guarantees: I always have a reference to the ocean. I can traverse this graph of lakes in either direction, despite the rivers having a direction assigned. A lake can have more than one river flowing in and/or out. There are no cycles in this graph of lakes. I can ignore any lakes that don't have rivers, or separate graphs of lakes/rivers that don't flow out to the ocean.
  9.   https://www.dropbox.com/s/3nb5lkh8yybrlbs/voronoi%20stuff.zip?dl=0   That should contain everything I did related to voronoi/delauny. You might also need Vector2 and Vector3 classes. Everything from the link I posted should still work. Use is as follows: float* xValues = new float[numNodes]; float* yValues = new float[numNodes]; for (int i = 0; i < numNodes; i++) { xValues[i] = RandomFloat(size); yValues[i] = RandomFloat(size); } VoronoiDiagramGenerator vdg; vdg.generateVoronoi(xValues, yValues, numNodes, 0, size, 0, size, 0.0f); points = vdg.outputPoints; edges = vdg.outputEdges; edgeEndPoints = vdg.outputEndPoints; You can access the delauny triangulation through: points[i]->edges[j]->GetOppositePoint(points[i])
  10. I'm working on exactly your problem for my honours project. I've found that the code here http://www.skynet.ie/~sos/mapviewer/voronoi.php is easier to use than Fortune's original C code. I've modified it to output vectors of the input points, the edges, and the end points of the edges. The end points for the edges are joined together, so if two lines end at the same point, the line class points to the same end point. I could send you my code if you'd like.   [url=http://postimg.org/image/ybq55q6rv/][/url]
  11. I got part way through the first one and stopped reading. I made it all the way through the second one and understood what it was supposed to do.
  12. http://www.gamedevmap.com/   I haven't used it and I don't work in the industry yet, so I can't tell you how up to date it is.   I would also consider cities that have a game development conference. The game industry here in Ottawa has recently taken off, so we just got a game dev conference.