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Victor Chavauty

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About Victor Chavauty

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  1. I know this is a rather ambiguous question, and the answer will highly depend on the software at a hand, but generally speaking if i have a situation where i could prioritize the CPU or the Memory, which one should i choose, or which one do you generally choose?   For example: If i create a code that will load certain areas of the map around the player, i have two options a) The size of each area can be bigger, therefore storing more data on the memory, but i wouldn't have to load each area so often.  b) The size of each area can be smaller, therefore, i would store a lot less Data on the Memory, but i would have to reload different areas much more often.   What do you generally do in this instances?
  2. Victor Chavauty

    How to implement a procedural loading system?

    I see! Well, it sounds practical enough, but, would it be needed for a finite 2D map? I mean, surely it is important for 3D worlds, where each objects has such a level of detail that can drain the memory pretty fast, but i am uncertain about a 2D game. I wouldn't want to develop a mechanic which will do more harm than good.
  3. Hello! I was pondering a while ago about how i load the levels in past iterations of a simple game engine i have written. For it to work smoothly, i separated the whole map in different sections, and every time you enter in a new section, all of its tiles will load, while the tiles of the previous sections will be deleted. Now, this works since each section is pretty small, so the game doesn't have to load so much Data. But i was thinking, what about large maps, not divided by areas. I thought in a method of procedural loading. I mean, there would be a circle, with a significant radius, where the player would be in the center. And everything inside this radius would work. For the sake of simplicity, it doesn't actually need to be a circle, it can be a rectangle as well. So everytime the player moves, so does this area, so a whole new line of Tiles are loaded, while a whole line of tiles are discarded. Now, i wonder two things: 1- How could this system be implemented?? In a way that, how can i organize the world tiles so that i wouldn't have to check all of them to see if they are part of the rectangles. And 2- Wouldn't this take too much time with the memory management?? Would i have to implement a new Memory management system? And if so, how practical is this?? Do any of you have a different method for achieving the same thing?? Thank you very much.
  4. I See! Thanks both of you for your answers. I will be sure to give the Decorator pattern a try, but i still think a script engine would be something pretty interesting to add, plus it can't hurt.
  5. Hi! I was wondering the following: Lets suppose we have a game in which the main character can acquire different items. Lets suppose some of these items increase health or mana. That is not hard at all to accomplish, but now let's suppose that we want to add a new item, an item that can teletransport you to another place. Well, that is a whole new block of code to add. Now if we wanted to add another item that makes you fly, this would change a lot more things, like, for example, the animation of your character. Well, as items add up, the code gets more and more complex and confusing. Now, since i am a complete begginer in the field, i am only able to think of a few methods to do such a thing. I could, for example, make so that an item would be able to do all of possible reactions, but i would configure each one (possibly with boolean values) so that they only do what they are meant to do. But this would make the code heavy, because each item, or object, would have to load all possible outcomes. So i was wondering if there is a more elegant way to achieve what i am talking about. I thought that maybe adding a Script engine to the game would work, but since, as stated previously, i am a complete begginer, i have never even tried to implement a script engine in a game. Would it work? Would i be able to program each item separately?   I am new to this forum, so if i am breaking any rule by posting this question here please warn me and i will remove it.   Thank you very much for your answer.   Edit: An Example of such a system would be Binding of Isaac, as some items completely change some aspects of the game.   Another possible example would be: Imagine i can have a lot of different companions in the game, just like Binding of Isaac, but each one move differently. Using an script engine, would i be able to program each companian with the different maths that would describe his movement? Otherwise, as i said before, the only way i can imagine doing so would to make all possibilities available to a companion, and only define as "true" the one which i desire.
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