Game Development

Game development and other polite discussion. Game development...
Feb 21, 2017 17:06
Where i work it's a sausage fest
Feb 21, 2017 17:06
But are also quite scarce
Feb 21, 2017 17:04
Where all the introverts at?
Feb 21, 2017 17:04
Wives, gf's.... what happened to the programmer stereotype?
Feb 21, 2017 16:59
@jgallant alright, thanks.
Feb 21, 2017 16:54
Would posting a question seeking more elegant alternatives to something I've implemented be considered a bad question?
Feb 12, 2017 11:57
@Tyyppi_77 just close the issue as "Works for me" and be done :P
Feb 12, 2017 11:54
Yeah from my experience with my crappy laptop, windowed/borderless takes more toll than fullscreen
Feb 12, 2017 11:48
What's up?
Feb 12, 2017 11:45
Yo
May 26, 2016 19:02
cool... cool
May 26, 2016 18:58
What's up?
May 26, 2016 18:51
Greetings
Mar 25, 2016 17:26
@JoshPetrie I'll do that. Thanks for the help
Mar 25, 2016 17:18
bah, time to recheck everything
Mar 25, 2016 17:18
rendering is still somewhat twitchy, even though the framerate is a stable 60fps
Mar 25, 2016 17:17
I think i might be looking at the wrong solution, or moreover assuming the wrong issue
Mar 25, 2016 17:12
right :)
Mar 25, 2016 17:12
nah, i'm using longs
Mar 25, 2016 17:11
anyway, so far it seems to be more stable, however i'm wondering if i should worry about dealing with such large numbers and scaling them in such a way
Mar 25, 2016 17:10
because while rendering my entities were twitchy
Mar 25, 2016 17:10
i meant that i've converted dt from decimal (seconds) to long (nanoseconds)
Mar 25, 2016 17:09
yeah, i guess i've used every wrong term
Mar 25, 2016 17:08
hmm
Mar 25, 2016 17:07
because when i had dt in seconds, that is, fractions of seconds, entities were twitching during rendering which i attributed to rounding errors
Mar 25, 2016 17:05
to avoid rounding errors I've decided to have my dt in nanoseconds, however now when interpolating positions during render (as per fixed timestep guidelines) i have to multiply dt by 10^-9
Mar 25, 2016 17:03
I've got a question regarding delta time, more specifically fixed point delta time
Mar 19, 2016 12:20
greetings
Nov 8, 2015 15:12
@MickLH Well I guess that's it for my rap career then
Nov 8, 2015 15:09
Thanks for the ideas. Now I'm off to code. See ya
Nov 8, 2015 15:04
@FuzzyLogic dynamic quadtree?
Nov 8, 2015 15:03
@FuzzyLogic yes
Nov 8, 2015 15:03
@Tyyppi_77 yeah I've thought of merging the adjacent tiles as well, however for starters I'm trying to do ti as simple as possible since certain terrain will be breakable so I'd have to split the merged tiles back
Nov 8, 2015 15:01
and for every object position which is within a certain distance from the player, a body will be placed
Nov 8, 2015 15:00
I'm thinking of creating an "object space" array which would contain the positions of every object in the game world, then I'd query this object space on each game loop iteration with the players current position
Nov 8, 2015 14:58
I'm thinking of using quadtrees, however I'm not quite solid on the implementation details
Nov 8, 2015 14:57
anyway, I've got some fairly large maps (generated) and I'm using Box2D for physics. Since it'd be an overkill to create a body for every single tile on the map I'm thinking of creating a body pool and dynamically place/move bodies within a certain radius from the player.
Nov 8, 2015 14:52
No, i'll delegate
Nov 8, 2015 14:52
but what if it's lemon flavored?
Nov 8, 2015 14:51
that's a good suggestion
Nov 8, 2015 14:51
If anyone has a moment, I'd like a suggestion
Feb 27, 2015 17:57
sounds good?
Feb 27, 2015 17:57
have an asset loader which spawns a new thread for loading, and before initializing the asset system call the asset loader and show a loading screen until the asset loader reports it's done
Feb 27, 2015 17:56
ok, I'll externalize asset loading, get it outside the asset system where it is now located
Feb 27, 2015 17:51
anyone got any ideas from my vague description?
Feb 27, 2015 17:50
I'd like to show a screen while it's loading but my screen management is separate from ECS and I've got no idea as to how to either convert screens management to a system or how to get them to work together
Feb 27, 2015 17:49
and with a bunch of resources it takes a bit to load
Feb 27, 2015 17:49
however it's all single threaded
Feb 27, 2015 17:49
I have an asset system which loads resources, and sprite render and map build systems depend on it
Feb 27, 2015 17:48
Welp, I'm somewhat stuck