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infectedbrain

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  1.   The game I am making now is more or less a top down, real-time clone of Fallout 1. It will have the same style and kind of levels, junkyards filled with crappy cars, ruined cities with buildings, and deserts with nothing but rocks.   This project is just for me to learn how to generate levels so it isn't going to be as extensvie as Fallout so the levels don't need to be amazing. I am guessing I will need a different level generation algorithm for each type of level but I assume that if I learn how to make it for one, the rest shouldn't be that hard.     What do you mean by "use a star to connect them"?
  2. This winter break I decided to start a little game tech project where I randomly generate a map for a simple 2D game. This map will (hopefully) include grid based collisions and some random objects.   I just started this tonight and I made a nice little 100% psudo-random collision grid generator. (wow.. that makes it sound so much harder than it was) I makes a table of random CSVs that tell my level loader whether or not the tile is collidable.   Obviosly this method can't really work in a game and I am pretty lost to how to move on from here. I wanted to know if any of you good folks could give me a push in the right direction. How should I approach a generator like this? What do I need to keep in mind? Any good resources you know of?   thanks in advance, Dartos.
  3. Oh okay. So you serialize object then deserialize them when you use them or am I just mixing up two different things?
  4. [quote name='uglybdavis' timestamp='1353001739' post='5001292'] Then when i need a new object, one of these dead objects is given back to me and i just re-initialize it with new data. [/quote] You create a object recycler?? I never thought of that. [quote name='uglybdavis' timestamp='1353001739' post='5001292']I don't want to waste time initializing an object in the constructor if the deserialization step is going to overwrite those changes anyway.[/quote] Can you explain this statement a bit more? What should the deserialization step do?
  5. I am trying to make a custom game engine as a little hobby project and I want to use GTKRadiant for the level editor. I can't find out how to make a custom game profile for ZeroRadiant (GTKRadiant 1.6) so..... I am here to ask you if anyone knows how... Thanks in advance!
  6. Why should I have a separate function for initialization when I can just start everything in the constructor? P.S. Thanks everyone for all this great feedback!
  7. Continuing this brainstorming topic, should I bind the C++ functions to lua in the constructor or init function?
  8. So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.
  9. I am working on my first ACTUAL game enigne and I wanted some advice from the good people who roam these fourms. I plan on using LuaJIT as a scripting language for the game but I am not sure how it is usually integrated. I can come up with some simple way to get it in the engine but what I wanted some advice on was.. really what to use Lua for. In what systems should I integrate Lua (I know AI is one but that's it) and, if you don't mind, could you spare some tips for integrating it? Thanks in advance, Dartos
  10. Um.... if by boxes you are talking about a grid I have one of those. But that doesn't really help me tell if its on a wall or the floor.
  11. I am making a little side scroller where this little guy bounce off of walls. I am having this pretty big problem where I can't tell if the player is bouncing off a wall/floor/ceiling. can anyone help me out with this? thanks in advance, Dartos
  12. my code look just like labouts. It worked in C# but not in AS3
  13. I tried it that way but the rockets slow down as they move toward the target. That makes sense because of the math but it's not what i want to happen.
  14. You would need to make a whole library that would parse your script. Making a script is kind of like making a whole new programming language except making a script parser is easier than making a compiler but it's still much faster if you use a premade one. If you really want to use a scripting language (especially if you are just starting using scripts) you should use lua or python because they are premade to work with C++ (actually lua is made for C but it works for C++ if you read the readme) Lua is super fast and python has more functionality. Just in case you wanted to know the difference
  15. I am making a little Missile Control clone and I need the missiles to move tward the point where the cursor clicks. I take that point put it into a vector and normalize it (I tested it with a built in function and one that I wrote and it works the same) now the missiles won't show unless I click somewhere on the right side of the screen and will only aim at a 45 degree andgle from the bottom middle of the screen (where the turret is). Does anyone know what to do. I am writing this is AS3 but I got this system working before in C# with XNA. thanks in advance, Ben