Computer programming is the process of designing, writing, testing, debugging, and maintaining the source code of computer programs.
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0answers
42 views
How can I deploy my python game? [on hold]
I would like to build small multiplayer games for online play. Have started with python/pygame but now have read deploying might prove difficult. Also, Im seeing lag in a smaller game I put together.
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0
votes
0answers
46 views
Career Line for a game programmer [on hold]
I am a graduate in Engineering and I am now planning to do MS in Game programming due to my passion and to make it as a profession.I am telling this because I didn't choose this just because I play ...
0
votes
1answer
61 views
An approach for storing points in space
I am going to work on my next game project, however there are some issues I want to correct since my last one. Here is one of them:
This is a problem I think I can already solve, but I'd like to hear ...
1
vote
1answer
89 views
Different aspects of games development [closed]
I am and have been quite interested in programming games for quite a while now, however an interesting question I've thought about lately is what do I want to specialize in?
After doing some research ...
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votes
3answers
69 views
When in the development process should the programming start and what should be programmed first? [closed]
I think the title really says it all.
Should I start programming after designing the basic outline of the game or should I have the whole thing written out?
If I write the whole thing out isn't that ...
2
votes
2answers
152 views
Large game project, local variables [closed]
I'm hoping that some experienced programmers can give me their point of view. I'm writing a large game in Windows with dx11. So far, I've got global objects of the class that interfaces with dx11, the ...
0
votes
1answer
136 views
Should I use a visual tool or code myself? [closed]
I've been writing a small game in Python that generates random dungeon rooms with creatures for the player to fight. It's all text based, choose your own adventure style. A couple months of working ...
0
votes
1answer
46 views
Building a visual scripting component (like Kismet) [closed]
I'd like to know how can one get started building a visual scripting component (or what is the more accurate term for this type of component?) such as UDK's and Unreal Engine's Kismet.
For those who ...
1
vote
2answers
152 views
Designing spawning system
I played this game recently http://www.kongregate.com/games/JuicyBeast/knightmare-tower and I am amazed by the way how different monsters are beign spawned.
I personally developed my own shooter game ...
2
votes
2answers
179 views
Passing data between engine layers
I am building a software system (game engine with networking support ) that is made up of (roughly) these layers:
Game Layer
Messaging Layer
Networking Layer
Game related data is passed to the ...
0
votes
1answer
88 views
Enumerating full game tree for small board game
I am trying to list all the possible positions in a small board game (nannon) (using C++)
So far I have decided to split it into two parts, the pieces that are in home positions and end positions ...
26
votes
2answers
1k views
Game Programming Gems: is it over?
It's been more than three years now that the last Game Programming Gems book was published.
The official website isn't updated anymore, and this page of Mark DeLoura's website seems to imply that the ...
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votes
1answer
153 views
Human to Monster Morph on 2D graphics [closed]
A friend and I are writing a topdown RPG called NecroMonster. In the game when you defeat an enemy you can take its shape (basically morph into it) and we dont know how to make this look right.
First ...
17
votes
3answers
469 views
How can I maintain a rectangular formation when units are added or removed?
I've got bots in a rectangular formation with rows and columns. A problem arises when a bot is added or removed from the formation. When this happens, the bots have to rearrange themselves so that the ...
6
votes
2answers
384 views
What is data-driven design? [closed]
I've been reading up on a lot of articles covering data driven design for games. It seems to come down to:
No hard coding
No game-specific code in the engine
Scripting for AI, cutscenes, et cetera.
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