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Wrathnut

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About Wrathnut

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  1. Wrathnut

    The Poor Man's Voxel Engine

    I really liked reading this. Seeing the thought process behind decisions being made helps to understand how we got to where we are. I think sometimes we learn more by this than just looking at code examples.   Good luck on your release!
  2. Wrathnut

    Standard structure of a large scale game

    You might want to look into a Finite State Machine(FSM) to handle your game states. It will help organize, and consolidate different states of your game.   I wrote something up on the subject awhile ago:   http://www.gamedev.net/blog/1132/entry-2250762-game-state/
  3. Hi. I actually had to write a program that would automatically generate excel spreadsheets and graphs programmatically and it took forever to track down the documentation needed to do this. Although that doesn't sound like what you are doing it will get you in the right direction.   You should start looking into excel interop:   https://msdn.microsoft.com/en-us/library/dd264733.aspx   This will show you how to create one from a C# program. But you can also use it to modify an existing spreadsheet I believe.   I hope this helps!
  4. I second Norman's post. Inno is actually very easy to use and has a ton of tutorials and demo scripts. Probably the best one I have tried.
  5. I am also glad to see an article that is questioning entity component systems. I am curious why people say it is entity-component vs OOP since and entity component system is a design pattern that uses OOP.   I am not 100% certain about all of the critiques but my take away from the article is don't waste your time trying to build a system like everyone else uses. Build a system that gets the job done. Whether it is 'OOP' or ECS, build what you need to finish your game.
  6. Wrathnut

    Post Mortem: Da Boom!

    I noticed a few typos but all together a good article. I would love to seem more post mortems from small projects. Maybe you could elaborate on what pkzo, spdr and glm are?
  7. Wrathnut

    You Don't Need to Hide Your Source Code

    I think any game with an online component would suffer from this. Including games that allow for micro-transactions. You can be compromising your customer's security by giving away the keys to the kingdom so to speak. This issue of fraud should be a much larger concern than cheating. But cheating will devalue your game to the point were it is unplayable also.
  8. I really like this tutorial. Personally I prefer tutorials that provide code as an optional thing to look at but provide you the theory to work from so you can adapt the technique to any language you are working in.   I was hoping to learn a new technique but as I looked through it I realized I am already doing this but I got to learn some new nomenclature. I still call that a win. It helps us as programmers communicate better amongst ourselves.   Quick point though. Could you define a POD struct in your tutorial. I had to google it and once I read about it I realized that I knew what it was, just new terminology. But it is nice if you don't have to google everything.
  9. Wrathnut

    Game State

    As far as the interface goes; If your interface is that large or too disjointed across multiple states, you should really consider using a different pattern or define what is a state more precisely. The idea is to keep it as simple as possible and no simpler. I had not thought about a composite game state. I kind of like that idea, it has some real potential to it!
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