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joshbyrom

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  1.   While I do not share the same experience with CryEngine being laughed at, I will say that (depressingly) nearly every indie team I join wants to use Unity to create their game, and every new team member almost immediately assumes we will be using Unity despite its cost and flaws. The last team I was on had the absolute worst asset chain I have ever had the displeasure of working with, all in an effort to bypass Unity "features."   Unity is a great product, but it has a way of turning the ideas in your head into clunky and unwieldy messes. It effectively turns small, simple projects into twisted nightmares, unless everyone on your team has some experience with the software, which is ironic because the push to use Unity usually comes from non-coders as well. I do not foresee it ever having a large presence in AAA game development.
  2. I would just like to point out that saving the game remotely adds complexity and further requirements to your project without providing a feasible return in most cases. Intercepting the call for a save game file and injecting your own is a lot simpler, in many circumstances, than performing intense decryption. Many forms of encryption, worth a lot more than any save game editor, have stood the test of time for dozens of years.
  3. Also, if the costs are not dynamic, you could pre-calculate them or cache path results between nodes and use the nearest point on the path as the starting node, etc.
  4. Works fine on JSFiddle: http://jsfiddle.net/E6bn9/2/
  5. Having worked with Slick2D, I feel like I should point out that it isn't an engine, just a library. If you decide to use it, expect to write a lot of code. Another bit of advice I can give, regarding Slick, is that Slick's support of the Tiled software is less mature than that of libgdx, which I have also worked with (very) briefly. I have not worked with GameMaker, however, so I defer to the above posts, but everything I have heard about it, lately, has been positive.
  6. Something like this: http://jsfiddle.net/ZCNPL/?
  7. For decoupling, I generally recommend the Publish-Subscribe pattern, which is particularly useful when sending messages over a network or when listening for UI events like mouse clicks, touches, etc..   An article showing an implementation in C++: http://rtmatheson.com/2010/03/working-on-the-subject-observer-pattern/