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Morpheus posted:So I've been doing some random collision detection stuff, testing out 2D collision on rotatable objects with a rectangular bounding box, squares, circles, all that stuff. And it got me thinking about how one would do something else: I'm kind of curious how to do collision detection with something that doesn't rotate around a central pivot. Like a door. Lets say you had a door that could open and close, but you wanted the player to collide with it even if it was open. What would you do for that? A quick and dirty way of handling it is to do multiple passes. Have a single bounding box that encompasses both open and closed states. If it collides with that then investigate further into what state is the door in (It could be transitioning states) and what would the size of the box be for that state.
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# ¿ Apr 7, 2010 18:52 |
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# ¿ Apr 28, 2024 02:09 |
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Corrupted Cable posted:Lately I've been wondering how character creation sliders ( like those in oblivion and most of todays new games ) are coded/done. I searched around and found very few articles on the subject. Pretty sure they just adjust the length / distance between two bones... Try: http://www.peachpit.com/articles/article.aspx?p=483773&seqNum=3
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# ¿ Jun 6, 2010 02:11 |
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Orzo posted:If it's tile based and you're really only doing a handful of calculations (one for your lantern and one for each nearby torch) per tile, you should be fine. That's a very, very small amount of processing. Your optimization seems simple and rational as well. Plus being tile based like that I assume there will be a movement animation? So you have the entire movement to calculate the new lights and they won't change until the next movement...
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# ¿ Aug 26, 2010 20:52 |
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Anyone remember a website that was a place for people to suggest games that should be written? It went from incredibly detailed to increidbly vague 1 line suggestions? I think it had a tree navigation like: Front page: Simulation Sports Puzzle Action RPG Fighting FPS Then under FPS: Team based Squad based solo online only etc... Been meaning to poke through things to find something to work on lately... EDIT: It was on reddit not here that I read it and the site is http://www.halfbakery.com/category/Computer Hughlander fucked around with this message at 04:48 on Sep 1, 2010 |
# ¿ Sep 1, 2010 01:53 |
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Winkle-Daddy posted:Anyone using Panda3D? I worked on it professionally a few years ago, at that time it wasn't well supported outside of Disney and CMU, not sure if that changed, from what I can tell PyGame is the hotness for Python game development, but that's not to say that it's any better or worse than Panda, just a bigger support base from what I've seen. Have you seen http://inventwithpython.com/ ? It's a blog/book about PyGame/Python.
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# ¿ Apr 5, 2011 23:08 |
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Winkle-Daddy posted:Can you elaborate on how scalable Panda3D was in your professional experience? So far I've really enjoyed messing around with it; but traversing the scene graph and working with instancing seems like it is handled somewhat poorly and can get out of hand very quickly. Confirm/Deny? Not really, all of my experience is now 5 years out of date, and the version that supported shaders had just come out. I remember that in general it was more academic than practical despite shipping a game with it. IE: Features were written for completeness but never actually used and as such didn't work (as expected or at all.) I haven't kept up with development since early 2006 though. Also don't take pygame as a recommendation, just as an alternative, I know it exists and I follow that blog, but mostly just because I like reading a lot of different things, I've never even downloaded pygame
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# ¿ Apr 6, 2011 15:20 |
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Twernmilt posted:I'm working on a cooperative multiplayer game for fun over the summer. I'm to the point where I need to start making sure my networking code is sufficient over the Internet rather than just on my LAN. My current plan is to add some attributes to the server that will randomly either delay sending a message(to simulate latency) or fail to send it if it's UDP(to simulate packet loss) with a set probability. What I normally do is 3 fold. 1) Introduce Latency to every packet 2) Drop a random % of packets 3) Create a network spike. (Delay a series of packets and then have them all arrive rapidly) Better answer though, unless you're trying particularly to create a netengine, I'd look at protocol buffers or EFNet or something similar and consider networking a solved problem.
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# ¿ May 16, 2011 21:33 |
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Twernmilt posted:I think I'm having NAT issues. I can establish a TCP connection between two processes on the same machine via the "localhost" address, but I can't establish a connection via my router's external IP address. I have the correct port forwarded to the server. Is there something obvious at the software level that I should be looking at? This does sound like an issue with the router and not something I can easily deal with in code, yes? Few things to check: 1) What address are you binding to? Make sure it's inaddr_any and not inaddr_loopback or something similar. 2) Is it Windows? Is the windows firewall blocking? 3) Can you put any other device on the local network and see if that can connect? (IE: take the router forwarding the port out of the equation.)
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# ¿ May 31, 2011 14:34 |
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Rocko Bonaparte posted:I have some more physics questions, having hacked through some more Bullet stuff; I think I found a bug in the Irrlicht wrapper that I worked around and I don't know why the (0, y, 0) -> (180, y, 180), but I've worked around them. I am wondering now how collision is generally done for, say, melee attacks. Right now my player model and my enemy are wrapped up in spheres, and that does a decent job of keeping them on the ground. But now I have it set up so the player can hit a button and take a swing. The animation for the swing exits the bounding sphere. How are collisions generally handled here with an enemy? You can put a bounding box around the weapon itself, and test if that box intersects the sphere. If it does then you can do a closer test to see if it hits the model itself, (possibly or not taking into account the current animation) and then treat it as a hit. Games I've worked on in the past used two bounding boxes around the model for the gross scale world tests, then used a capsule system around the animation nodes for the fine grained test of 'did it really hit' and 'what did it hit'
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# ¿ Jun 1, 2011 14:39 |
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Rocko Bonaparte posted:How was the weapon bounding box information fed into the engine? Was it a part of the model, or was it calculated in real time? Or something else? It was complicated from what I remember there was a whole weapon collision system that handled it. I guess the simple way was 'calculated in real time' as different parts of the animation would affect it's shape and size, as well as player input. (If you swapped to the block button from the strike button it could collide but not do damage even if it was part of the attack swing.)
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# ¿ Jun 1, 2011 19:51 |
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Anyone have a good reading list of network related papers / articles / books / libraries that they can info dump on me? I decided I want to do a P2P UDP library and wanted to see what's been written discussed already. I've already read the QuakeWorld, Unreal, and uhhh Source I think? Papers that are floating around, plus looked at RakNet, but wondering what else exists out there.
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# ¿ Jul 14, 2011 15:02 |
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OneEightHundred posted:Check the discussion starting at the end of page 91. Yah at the moment I'm thinking of not really handling it for the game state itself but for pre-game lobby, matchmaking. Just want to start small. I think I just skimmed past those pages when I got back from my honeymoon, thanks I went over them again and grabbed some more URLs to read about.
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# ¿ Jul 14, 2011 15:37 |
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I went to post this in the Unity thread, only to realize that I couldn't find it and maybe I just imagined it. So if there is a dedicated Unity thread can someone point me to it and I'll move this there? Anyway, I just came across this... Hack n Slash RPG in Unity Tutorial It's a two hundred forty-three episode long video tutorial on how to make an rpg in unity from the ground up. Pretty drat amazing.
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# ¿ Jul 31, 2011 16:49 |
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OneEightHundred posted:To add on to this, if you're doing a client-server network game, record the initial world state and all state updates received from the network. Heck any network game. If you're doing peer to peer you just need to do it even more. One good thing is to come up with a hashing or crc of the entire world state/input so you can quickly verify that everyone (All clients if appropriate, server if appropriate, and save game stream) agrees with the state.
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# ¿ Aug 15, 2011 16:56 |
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The Fool posted:You mean 7 people over two years? Of which two are listed as engineers.
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# ¿ Aug 20, 2011 18:05 |
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Anyone play around with libgdx? I'm using it's 2d scenegraph functionality for an android game. So far I like the model in general, you can target android or desktop (or even webstart obviously) just by a few small (They say 5 line!) launcher class per platform. It has native jars for android and win32, does opengl es 2.0, and is basically just a framework not a game engine. FPS compared with andengine seems really good for benchmarks but who knows what that translates to in reality.
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# ¿ Aug 27, 2011 14:53 |
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Physical posted:Also C# = Java + .Net (to me anyway.) Thats the first thing I thought of when I started C# 2 years ago. I programmed in Java for a college class in like 2006 and hadn't touched it since. Then I started with C# and was like "holy poo poo a better name for this would be MSJava." From http://james-iry.blogspot.com/2009/05/brief-incomplete-and-mostly-wrong.html 1996 - James Gosling invents Java. Java is a relatively verbose, garbage collected, class based, statically typed, single dispatch, object oriented language with single implementation inheritance and multiple interface inheritance. Sun loudly heralds Java's novelty. 2001 - Anders Hejlsberg invents C#. C# is a relatively verbose, garbage collected, class based, statically typed, single dispatch, object oriented language with single implementation inheritance and multiple interface inheritance. Microsoft loudly heralds C#'s novelty.
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# ¿ Aug 30, 2011 14:49 |
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Vinterstum posted:I'm not sure how meaningful Java's cross-platform-ness is these days, really. It's not like we're drowning in Win/OSX/Linux cross-platform Java apps on the desktop, and in the enterprise market you're developing for a specific platform anyway. Minecraft is pretty much the only game I can think of that I've played recently which has been multi-platform due to Java. For a game, you're just as cross-platform in C++ as long as you pick the right libraries to use. Or even more so, due to iOS/XBox/PS3. libgdx for android/desktop development is fairly meaningful to me.
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# ¿ Aug 30, 2011 18:59 |
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Physical posted:My god. My ability to independently see through the bullshit is at superhuman strength. You realize of course the link you quoted was humor right? Particularly since it starts with: 1801 - Joseph Marie Jacquard uses punch cards to instruct a loom to weave "hello, world" into a tapestry. Redditers of the time are not impressed due to the lack of tail call recursion, concurrency, or proper capitalization. Unless of course you thought reddit was around in 1801
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# ¿ Aug 30, 2011 21:22 |
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OneEightHundred posted:I'm looking at it from a "this costs, at minimum, a third of a junior programmer's yearly salary and will take another month or two to integrate" perspective, which means it should probably be used for more than fade-outs and occasionally moving 2D sprites across the screen. It's amazing how bad some studios are with that though. I was on a project that spent 3 months of a Jr developers time implementing a sound system that had lots of bugs. Cost to license Miles for that title? 2 weeks of the Jr developers time. Take another 2 weeks to implement it and it wouldn't have had anywhere near the bugs we lived/shipped with.
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# ¿ Sep 7, 2011 14:58 |
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Rocko Bonaparte posted:More questions about my favorite topic in this thread: component-based design. I now have entities and components and they're working together for the most part. I foresee some dependency problems though. I have one component that represents position and some other components are interested in position within the entity. I define the position first, so I get lucky here, and I also try to make sure any components relying on information from other ones will not fall apart if the information is not there yet. I wondered at a more general design level if there's something better I could be doing. One consideration for that specific issue though not the problem itself. Many proponents of an entity system place the position in the world in the game object, not in any of the components. I remember reading one paper where it was basically "Position, and list of components" was the entirety of the object.
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# ¿ Sep 8, 2011 20:02 |
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poemdexter posted:Interesting. But what about inventory items? Or NPC chat messages, or things that don't require a position? I think his definition of a game object started with "Things that are in the scene graph." As such any object that's in the scene graph has a position. I'll dig up the paper I read it in, I read a bunch of them over the weekend so off hand can't remember which it was...
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# ¿ Sep 8, 2011 23:56 |
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Many pages ago there was some discussion about software for creating programmer/starting art for projects. I wish I had kept it but I lost track of it. Anyone have some suggestions? I'm looking to make some 2d art for menus and a simple 2d game in flash/for mobile devices. I thought Google Sketch-Up was mentioned but that seems to be specifically orientated towards 3d modeling...
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# ¿ Jan 7, 2012 17:33 |
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Scaevolus posted:I strongly recommend using Python instead of PHP if at all possible. I'd go as far as to say a Python framework, Django, Pyramid, etc... I've done FB projects both ways and PHP is such an abortion of a language that you'll spend far more time on it then you ever wished to if you want to write bug-free code without side-effects.
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# ¿ Jan 25, 2012 02:33 |
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Contero posted:A year ago I had written a small game in C++ that used TCP for network communication. My simple game protocol worked like this: Probably you sent multiple packets and your receive got cut off mid packet. What you want is something more like: code:
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# ¿ Feb 1, 2012 02:02 |
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Hanpan posted:So I'm trying to find a decent 2D engine / framework to learn that is capable of creating games like Super Meat Boy or Dustforce. I'm avoiding XNA because I want to be able to develop on a mac and export to multiple platforms but Pygame just doesn't have the performance I am looking for. Since it hasn't been mentioned yet, I'll throw my hat in the ring with my latest favorite... LibGdx It's designed for cross platform Java desktop (Native implementations of Windows, Linux, OS/X), and Android is under constant development, and much like PlayN they're even doing an HTML5 back-end. It includes an awesome Box2d wrapper that a lot of other Android frameworks use, bimaped fonts, batched and cadched sprite rendering, a particle system, tile map rendering, a separate scene graph with tweening framework that's great for UIs etc... This forum has a set of posts of released and unreleased games that people have made with it. I've been using it for a few sample home projects and find it so easy to work with. It's one of the better layed out engines I've dealt with professionally or casually.
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# ¿ Mar 25, 2012 17:54 |
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Hanpan posted:Hey, just wanted to say that I ended up giving this a go and it's loving awesome. I like how similar it is to Processing and Canvas (if you choose it to be, that is) and how easy it is to integrated with Tile Map Editor. I wonder if there is any way of getting it to work with XCode, I never really liked Eclipse on Mac. Glad it's working out for you. I personally use IntelliJ Community Edition over Eclipse, but I haven't tried XCode at all.
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# ¿ Mar 26, 2012 23:26 |
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xgalaxy posted:You can setup VMware with OSX and run simulator on that. If you find a good solution to Synergy being poo poo let me know. I went to a windows only solution. (Input Director I believe). But miss my Osx/Linux support.
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# ¿ Apr 2, 2012 20:20 |
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Zhentar posted:I've had pretty good luck with a Synergy 1.4.2 server on Windows, and a OS X 1.3.1 client. The only problems I've had are that I have to manually start the Windows server (since the automatic stuff can't handle the escalations, and that sending the cursor to the client while in Remote Desktop will leave my cursor trapped on the client with no escape. Just to derail some more, problems I've had with synergy: - Vista/Win7 client, no way to unlock computer - Any program that uses relative mouse locations on the client doesn't work out of the box - Clipboard would occasionally become 'stuck' between client and server and not update Any idea if those are fixed? I just left Synergy in the last month due to #1
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# ¿ Apr 3, 2012 20:35 |
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Are there any papers or GDC talks on security in a Freemium game? I'm starting to think about ways of authenticating/validating unlocks/purchases but would like to read/watch anything that's already public...
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# ¿ Apr 5, 2012 19:34 |
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OneEightHundred posted:Most freemium games run the actual game on hosted servers in which case it's as trivial as requiring a registered account to play and only allowing unlocked items to be used. I haven't played Battlefield Heroes yet, but what I mean specifically is what is the security around the generation of Valor Points on a private server? What's to stop me from running a private server and reporting the generation of Valor points through completing missions? Or to have a script running 24/7 that every 60 minutes I gained 60 valor points or whatever the expected 'average' amount of points per unit of time is? If there's a reward for doing a specific mission, what's to stop someone from saying they did that mission on a private server, etc... My concern is when not playing on a hosted server a player claims to have gotten an unlock that could normally cost a micropayment but is also available through player action (Completing a challenge/mission, spending xp/Valor points/Unlock points, etc...) and hacking that message instead of doing the actually earning.
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# ¿ Apr 5, 2012 21:45 |
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ShinAli posted:I was in the closed beta for a bit since GDC and I like it well enough (haven't been any support to test on Vita until this morning) in terms of API and such. I've bitched about it in the Vita thread but the big thing that I hate hate hate hate is the memory limit, which is stupidly restrictive. You're given 96mb, which you have to split between heap and "resource" memory (meaning audio AND video). It gets even dumber that there is no support of texture compression as well. It's all setup so you can have one exe that runs on all PS Suite platforms. Hey, Sony doing any form of Unified Memory is something to cheer about, not bitch. Going from 360 having 512 memory for heap/resource as you put it to having Sony have 256 heap, 256 video is always a shock.
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# ¿ Apr 19, 2012 23:13 |
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OneEightHundred posted:On that topic though, one thing I'm still struggling with is how any modern physics engine interacts with this, especially for things that pretty much have to use the rigid body simulator (i.e. vehicles). Doom 3 went open-source recently, but its physics system is capable of iterating single objects which seems somewhat unusual. Bullet for example only iterates the full scene and has a fixed time step. From what I gather, this is pretty typical, and it looks like it MIGHT be possible to mass disable/enable objects to isolate the simulation, but I have no idea if this is true or not. An engine I've used had two physics systems built in. Havok and a home-grown one. Havok was run on all clients and handled tons of locally simulated object that wouldn't impact game-play. (In an office environment for example you could shoot computer monitors and keyboards and poo poo around all day and each client would simulate them on their own and who cares if they weren't all in the same place on the every system.) Anything that impacted game-play however was done on the server only and then position rotation were updated to the player through a prediction system that the player objects themselves used. This was mostly limited to projectiles and vehicles. Wasn't the greatest system, but it was a workable one.
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# ¿ May 13, 2012 15:49 |
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How about an mmo? The "John loving Madden" World of warcraft flow chart of how to be a feral druid maxxing raid dps?
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# ¿ May 31, 2012 19:42 |
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Shalinor posted:So long as a community builds up around it, it would at least provide another viable open-source alternative to Unity3D/UDK. One with an actual toolset, even. I'd put Panda 3d in same group as OGRE. At this point in the century libgdx and cocos-2d(x) as well probably.
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# ¿ Sep 11, 2012 15:06 |
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Nvidia presentation on it: http://developer.download.nvidia.com/GTC/PDF/GTC2012/PresentationPDF/S0361-GTC2012-Lossless-Data-Compression.pdf Apparently pbzip2 will increase in decompression with multiple CPUs but not to the same degree as compression according to another paper I found. I use pbzip2 all the time on a 16 core machine when I need to compress a SQL worklog 1TB in size...
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# ¿ Oct 25, 2012 04:14 |
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Beef posted:I was more thinking of a solar system scale fleet combat game. Heck, I don't know of any game that includes traveling a solar system with Newtonian Physics... I kept thinking about an Honor Harrington RTS where at physics were Newtonian but with an acceleration rate measured in the hundreds of gs. Even then you'd probably want to play 90% of it at 100x speed or so. "Ok, we've set our course, we're accelerating in 9 hours we'll be in weapons range! For oh 3 seconds."
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# ¿ Oct 30, 2012 14:09 |
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xzzy posted:Conversation caused some dark corner of my brain to conjure up memories of this book: I knew without even clicking that it'd be by Andre LaMothe. Glad to see I was right.
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# ¿ Dec 26, 2012 20:38 |
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Lazerbeam posted:After learning a bit of Python I though I'd take a look at some game related modules, but I can't seem to get Pyglet nor Pygame to work. I'm sure I'm missing something obvious, but when trying to import pygame/pyglet I always just get the error message "no module named 'pygame/pyglet'". I'm using Python 3.3., Pyglet 1.2 alpha and pygame 1.9.2a. Any help would be appreciated, thanks. You probably have a miss-configuration in the location of the modules, it's going to be a python issue rather than a game dev issue so you may want to post it here
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# ¿ Mar 3, 2013 18:25 |
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# ¿ Apr 28, 2024 02:09 |
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That Turkey Story posted:I'm sure very few people are using Clang as their primary compiler for games right now, particularly on windows, so at this point it's mostly just for dicking around and fantasizing about the future. Other than everyone doing iOS? (And yes we do C++ 11 with it. Even lambadas.)
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# ¿ May 12, 2013 21:39 |