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7
votes
6answers
593 views

Physics library internals

I've seen box2d and bullet ports into javascript, but neither of them attracted me particularly, except by source code. It all seemed, after all, quite simple once I looked inside them. But what are ...
5
votes
2answers
502 views

How do you pack resources in a game when you have too many of them?

I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of ...
4
votes
2answers
162 views

What is the best way to store temporary selected characters and their insertion order?

I'm developing word game similar to word mole. I'm having a hard time determining how to store temporary selected character (and in turn will changed into word). Here's the situations. Say, I have ...
4
votes
2answers
321 views

Which techniques to study? [closed]

Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game ...
4
votes
2answers
733 views

Are there any font rendering libraries for games development that support hinting?

I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using ...
4
votes
1answer
206 views

Character Movement in 3D games

I'm either not searching correctly or there is really not a lot of material on Character Movement in 3D games. I'm mostly interested in how people usually implement character movement in games like ...
1
vote
2answers
170 views

How do I create a “flying through space” effect?

On the Final Destination stage in Super Smash Bros Brawl (and SSB Melee) the players fight on a platform seemingly moving through space: I see particle effects, but I don't understand how they made ...
1
vote
1answer
155 views

Isn't it redundant to implement both lights and shadows?

Most games come up with their lighting implementation and their shadow implementation. Due to deferred shading, we are able to simulate lights independent from the scene geometry. But realistic ...
1
vote
0answers
85 views

Direct3d Techniques and Windows 8

Under Windows 8, what is the alternative to this code: technique11 Light0Tex { pass P0 { ... technique11 Light1Tex { pass P0 { ... And: Light1Tech = ...
0
votes
2answers
160 views

Why are there fewer glitches in current day games? [closed]

I remember that almost every single game in the early 2000s had at least a few amusing glitches, mostly related to animations, that often produced funny situations. I also remember that game magazines ...
-2
votes
2answers
167 views

What can go wrong with this technique/game architecture? [closed]

So this is something kind of new, as I've never saw anywhere, but maybe already exists: The game is divided in 3 pieces: the actual game logic (game), the visual part (view) and something that link ...