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About Wrathnut

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  1. 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. 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. collision detection, 2d platformer

    The above solutions are the common ones used. If your objects are moving extremely fast you might want to consider casting a ray from the 4 corners of your bounding box from the old position to the corresponding corner in the new position. The collision ray with the smallest magnitude (if any)  is where you will need to resolve your collision and impart any forces on the colliding objects.
  7. 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?
  8. 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.
  9. AI Visibility test in 2D

    Actually your suggestion seems quite sound. Using an AAB that completely encompasses your AI's FOV could be done for a quick check to see if the player could be in the enemy AI's FOV. Then perform a raycast from the enemy to the player to determine if the player is actually in the line of sight of the enemy. Raycasting can be done using DDA. Which is pretty quick if you are only casting one ray.   I am not sure about your layer concept. If you mean the upper halfof the screen is a different layer vs the lower half. Then the same grid or matrix you use for collision detection is the same one you cast your ray into.
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