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ballmar

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  1. Just construct orthographic camera matrix.
  2. If you want to access the remote server from your game you have to host cross domain.XML file with policy description on your server on 843 port if I remember correctly. Read this for reference http://www.adobe.com/devnet/articles/crossdomain_policy_file_spec.html
  3. HTML5 is highly advertised technology and very hyped, but essentially it is in evolving state right now. It is not mature or stable in any way. They promised all of the Flash capabilities but good luck to see decent HTML5 games made by hobbyists (Zombotron says hi). Technology is not mature at all. A lot of browsers have issues with basic HTML5 stuff, even with Canvas, which were introduced several years ago. The situation is especially sad on smartphones, where you can only play very basic games in browser (think three in a row genre without fancy effects, poker with dozen bitmaps and so on). Anything more complex than that will kill the battery and will be rendered like a slideshow. Someone mentioned low-end devices here? Yeah, sure...   However, if we are talking about Flash technology, it is still much more performant and stable than HTML5. Asm.js may change this, but I don't see this technology being active on smartphones for 1-2 years. Not to mention that you can wrap all of your Flash games into AIR applications, which can be freely run on any mobile device with ARMv7+ if I recall right. And you can do it right now with almost no restriction on fancy effects and mechanics. Especially considering the fact that AIR applications can utilize the power of mobile GPU, which is more performant and battery-friendly.
  4.   Looks like you are right, thanks for clarifying. I'm curious if this simple image horizontal movement will look too static.
  5. Hello, guys. How would you approach the rendering of the lines such as those ones: http://thumb1.shutterstock.com/display_pic_with_logo/1543523/164410208/stock-vector-collection-of-modern-glowing-preloaders-and-progress-loading-bars-164410208.jpg I can hardly imagine that people would do that with small triangles with blur effect.
  6. Unity

    It is sad that you have chosen dead language in gamedev, but apparently you want to go that way. Whatever. Sadly I don't have enough time to blow all of the points which AppropriateUserName provided.   He clearly haven't seen any benchmarks, doesn't know that C++ is multiparadigm, thus you don't pay for what you don't use, doesn't know about Turing-complete compiler, templates, RTTI, RAII, lambdas and proper memory management, not rudimentary GC which will kill the app in most unpredictable way possible. Praising Eclipse - the most unstable piece of sh** I ever used. Especially compared to VS+VA. Java is for business and server apps (the later is questionable lately).   C++ will give you the power of native machine. Again, you don't have to mess with everything C++ has to offer - and it offers much more than Java - this is why most of demanding applications are written in C++. All desktop and console game clients are written with C++ and C. There is no place for Java in performance-narrow applications, such as games.
  7. MIT Scratch, of course! =) http://scratch.mit.edu/   And awesome lectures by David J. Malan from Harvard: https://cs50.harvard.edu/lectures/0 I believe he introduces people to Scratch somewhere in this lecture. His lectures are fun, so maybe appropriate even for 9yo =)
  8. Unity

    As far as I know there is a huge demand on C++ programmers for mobile game programming, since this language can be used both in Android and Apple devices. If I were you, I would try to learn cocos2d-x and later I would go straight to OpenGL ES 2.0 + C++. Later approach will give you much more understanding of underlying infrastructure and hardware capabilities. Notice, that there are alternatives: 1. Unity3D, which, in my personal opinion is subpar. Best for making prototypes, but complex games require you to completely change workflow and write a lot of customization code for serialization and other vital features. Not to mention that it is very buggy, crashes a lot. Once it completely erased our Assets folder, where all of our game assets were stored. Personally, I wouldn't recommend it to anyone. 2. Flash+Starling on AIR platform. Really nice mature framework, which is accelerated by GPU. However, AS3 will not be as useful for you as C++ or C#. 3. HTML5, which is useless, unless mobile developers incorporate asm.js into their browsers. Considering that even WebGL lacks support on mobile devices, I wouldn't expect it to become available even in middle-term perspective.
  9. Very interesting topic. I also find myself lost in code, when the codebase increases significantly. It just doesn't hold fully in my head so if I have to change something, firstly I have to recall where it is placed. I guess refactoring is a good suggestion, but sometimes you don't really have the time, needed to refactor core architecture decisions.
  10. Add normal maps and shadows.
  11. Java is very popular C/C++/C# alike (which means you will be able to grasp those languages fairly quick if you already know Java) object-oriented, performant language used almost in any sphere of the IT. I would strongly recommend you learn it, instead of Python, which is used for scripting tasks mainly and sometimes for backend development, but not by a mile as often as Java. Basic Java concepts are very easy to comprehend, too.
  12. I would give QT a shot. Can't even imagine what can be wrong with using it as GUI component of your game. Don't you just pass hwnd down to OpenGL maw?
  13. Pipelining the instructions increases the speed of your application, which ends up consuming less battery than the application, which executes longer. Maybe I didn't get your question right =)
  14. Release the pointer at specific position when the player leaves and assign nullptr to it?
  15.   Those store/loads are there because of the SEE implementation of the library. It is needed because of the memory alignment needed by the __m128 type (used for XMVECTOR XMMATRIX).   About the code... Usage of the library depends on your target platform. I suggest you to read carefully this http://msdn.microsoft.com/en-us/library/windows/desktop/ee418730(v=vs.85).aspx and a paper focused on data alignment.     I know the reason why we load and store data and SSE behind it. However, the usage of the library becomes really tedious when you do that each time you want to process XMFLOAT. If you nest operations they become very long very quickly and there is lots of redundant code flying around. Thats why I am curios if everyone uses DXMath library like that or if they have found the ways to overcome those downsides.