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joeclark77

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About joeclark77

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  1. joeclark77

    Use orbiting planets in 4x game?

    Aurora4X simulates orbital movement not only for planets but for moons around planets and for asteroids around the star. The main problem with this is that there quickly get to be thousands and then tens of thousands of objects and it slows down the game incredibly. Fortunately, you can turn orbital motion off. If you have a big game like this, you'll want to find some kind of trick to reduce the work of calculating all these object positions.
  2. Thanks for helping me clarify. My main display would be about 3/4 of the screen typically showing a game map (planets, stars, spaceships, and information) with a terminal/console on the right edge of the screen. There would be buttons that open various modal screens from time to time. To clarify, I'd like to use an HTML/CSS renderer, but don't want the user to have the experience of "opening up his web browser" to see it. I believe there must be a library somewhere that would allow me to embed the HTML/CSS rendering engine into a window that I control. I don't know what's the best way to accomplish that.
  3. Hello! I'm working on an idea for an interstellar 4X strategy game, and although I have a lot of experience as a web programmer, there are a number of challenges here and I could use some help figuring out my "stack". First, I'd like to use HTML/CSS for my display, even though I initially intend the game to be a single-player desktop game; the browser is a powerful design tool and responsive to changing window sizes, so I need to know how to do that. Second, the simulation is going to get big, possibly millions of rows of data tracking different objects and attributes. I believe I'm going to need a real database as the backend. Maybe PostgreSQL, because I know it and like it. But -- I'd like to package and distribute my game as an "app" or "installer"... can I bundle a real database into it and yet keep that transparent from the user? How? Third, I'd like to build an interactive console into the game, so the user can issue commands to his planets and starships by command-line commands. These would allow him to interact with game objects and perhaps write little scripts for them. (My thinking is that this will allow him to automate the many little tedious micromanagement issues that happen in 4X games when the empire gets beyond a certain size later in the game.) I have no idea how to implement this (either the console itself, or the commands and scripts that the user can enter). I'm an experienced developer of web apps, and Python and Javascript are my best languages. I'm very good at databases and data modeling. But I've never made a program that downloads or is installed on desktop/laptop consumers and is packaged with all its dependencies as an app or executable. To recap, my big architectural challenges are how to implement an HTML/CSS based screen to render my visuals, how to employ a serious database under the hood, how to implement a console and interactive scripting at runtime, and most of all how to package all these things into a standalone program. I'm willing to learn a new language or platform for this, but would also be happy to be able to use what I already know. So... any good ideas for me?
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