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10
votes
3answers
757 views

How do I efficiently code both the client and server at the same time?

I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid ...
5
votes
1answer
188 views

Should I amortize scripting cost via bytecode analysis or multithreading?

I'm working on a game sort of thing where users can write arbitrary code for individual agents, and I'm trying to decide the best way to divide up computation time. The simplest option would be to ...
3
votes
1answer
289 views

How do I check if a key is down in XNA when I'm only given a string that has the key's name?

I'm trying to get access to the keyboard state in XNA from an embedded JavaScript runtime. I'd like to do something similar to the following, but I can't seem to figure out how to get from "Left" to ...
0
votes
1answer
245 views

How to go from Texture2DContent to Texture2D in a content processor?

I'm using reflection to create a manifest of all assets, strongly typed. It's working fine for my own types: I get the type of the asset, if a processor is ran on it I get the output type. Then I ...
-2
votes
1answer
80 views

Giving the update function a history

I am using Unity but this is an issue, that can be applied to every programming language. I only have one Update-Function. function Update () { } This function runs each frame. If I want to ...