cocon

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Viewing 15 posts - 181 through 195 (of 342 total)
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  • in reply to: Inspiration: Masters of Doom(book) #9088

    cocon
    Participant

    Yeah, these are great stuff he’s making.

    in reply to: Inspiration: Masters of Doom(book) #9081

    cocon
    Participant

    Wow, I didn’t know that such a book exists, I would definitely look at it.

     

    It’s about since a few months I started paying attention to Romero’s speeches and writings, in hope that I would learn some “old school” techniques. For example one such recommendation of Romero (search it on Gamasutra) was not to write reusable code…

    (considering that in order to write reusable code, you will have to predict unplanned features, make abstractions, add features that are not needed)

    … but to write mission specific goal that does the job, and when if you consider re usability you just modify the existing foundation and improve it. From my understanding these are practical “agile techniques” as done in 1994.

    in reply to: doom research #9067

    cocon
    Participant

    Have you found the portal system of Doom any useful?

    My personal note on this is that it has some good parts, it’s minimal so it doesn’t pump the engine with lots of concepts, also the ease of level design is phenomenal.

    The downsides is that because there are no reusable assets, is somehow like painting the level, changes would be costly. An typical example is when making sliding it involves too much steps, where a simple asset would be much better.

    I would be 50-50 on this for going into a hybrid approach and mixing classic portals with 3D assets, but I am not sure yet.

    in reply to: Miralon Farm Game completed #9042

    cocon
    Participant

    Amazing stuff!

    in reply to: Start of Civ Clone in browser #9041

    cocon
    Participant

    Emscripten works perfectly!

    in reply to: doom research #9040

    cocon
    Participant

    Without getting too deep into the AI algorithms the most easy and thin approach would be to get inspired by Shiffman’s work: http://natureofcode.com/book/chapter-6-autonomous-agents/ . It’s true that here are more advanced algorithms and dedicated libraries, perhaps in more advanced and specific needs, it would make sense to link to an AI library if it is needed, this approach however has a good balance between ease of implementation and results.

    The agents would have two states, 1: random walk (example 6.11), 2: attack (example 6.12), and then there could be some clever state management to define the AI tactic.

    in reply to: Miralon Farm Game completed #8980

    cocon
    Participant

    This means that you can create any tool needed to generate content in the most fast and productive way right?

    in reply to: doom research #8964

    cocon
    Participant

    A year ago I played “Brutal Doom” and I was hooked for weeks. I have put also attempts to study the source code, however mostly at this time I am interested in the system design generally, not touched the graphics at all.

    in reply to: Structs and foreach loops #8919

    cocon
    Participant

    Oh, I see!

    By looking at Monkey’s List source code, my guessing is I see that the All() method might cooperate with the Eachin statement in the background. The All method however returns a new Iterator, not the existing (the essense of the elements) one.

    I did this experiment and I see that I can’t mutate the element of the list directly, however I can mutate the local copy. Is this behavior valid or not?

    in reply to: Developing My Game #8892

    cocon
    Participant

    Here is how it would work.

    View post on imgur.com

    in reply to: Miralon Farm Game completed #8885

    cocon
    Participant

    Is there any secret to produce games fast? Refactoring and fixing bad code design sucks too much time.

    in reply to: Updating Class List in Class itself #8847

    cocon
    Participant

    As a sidenote you could do something like this to make the codebase a bit more modular.

    in reply to: Compiling on Ubuntu 14.04 LTS (fresh install) #8803

    cocon
    Participant

    You did something like, sudo apt-get g++?

    in reply to: Developing My Game #8788

    cocon
    Participant

    Don’t worry, knowledge is easy to acquire, you only need to take notes on what you want to do and then at some point you might find it somewhere in the internet. Asking at forums helps also because you can get direction on where to look.

    For example the problem of the distance is solved like this.
    http://www.blitzbasic.com/codearcs/codearcs.php?code=2739
    If you are interested to use 3D distance, you can do this:
    dx = x2 – x1
    dy = y2 – y1
    dz = z2 – z1
    sqr(dx*dx + dy*dy + dz*dz)

    Keep up the good work!

    in reply to: Pyragrid Game Released #8785

    cocon
    Participant

     

    mixing 2d with 3d in separate layers

    Is this some type of masking? It might be interested technique.

Viewing 15 posts - 181 through 195 (of 342 total)