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geon

Member Since 02 Sep 2005
Offline Last Active Apr 19 2013 11:02 AM
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Posts I've Made

In Topic: Smooth camera

19 April 2013 - 11:02 AM

Have the mouse position as a target camera position, then move the camera x% there per second. It wotks well for a lot of situations where you need something to be booth smooth an responsive.

It has a name, but I can't remember it now.

In Topic: question for someone that uses a laptop

16 March 2013 - 10:35 PM

You can also configure what should happen when you close the lid. You might want that to put it to sleep.

In Topic: compiler needed

09 March 2013 - 11:53 AM

View PostStainless, on 08 March 2013 - 08:40 AM, said:


The next best I have used is devcpp, which is free. There are loads of libraries available for it and you can browse and install them from within the ide.

DevCpp has been dead for a looong time. Code::Blocks is nice on windows/linux but is super-slow on osx.

In Topic: Some screenshots from my Javascript/Canvas puzzle game.

06 March 2013 - 04:29 PM

View PostTheNut, on 03 March 2013 - 03:51 PM, said:

Your boombot reminds me of Johnny Five :D

Heh. Haven't seen that before, but it is similar.


View PostTheNut, on 03 March 2013 - 03:51 PM, said:

Judging by the timestamps in github, I assume you're doing this project on the side as well?


Yup. Purely for fun. I've been doing some client-code heavy webdev recently so I thought I should try writing a game in js. It feels pretty good so far. With Canvas, I don't have to mess around with the DOM, which I feel really isn't suitable for games. I might build the menu system with HTML, though. That should make it easier to handle clicks, etc.

View PostTheNut, on 03 March 2013 - 03:51 PM, said:

I see you rejected using 3rd party engines. I haven't looked a whole lot into other web engines, but some that I did check I disliked their design choices.


Yes. I did look around before starting. I kind of liked Cocos2D, which has a js port, but the documentation sucked/did not exist at all. But most importantly, most engines seems to be aimed at a specific type of game, like a tile-based world, or physics driven game entities with collision detection. I don't need/want any of that. I saw some sprite sheet interface that looked nice, and I used that as an inspiration and built my own sprite sheet object.

View PostTheNut, on 03 March 2013 - 03:51 PM, said:

I don't regret spending the time porting my c++ framework over to JS because the workflow is just so much more natural to application development. Judging by your code on github, it looks like you're just going straight into game dev, but it might be worth spending a bit of extra time to write yourself a nice framework.


Yeah. I don't really feel that I know what I will be needing later, so I figured I'll start working on it and refactor as I go. I have only made 5 games before, and none in Javascript. I also want to take the opportunity to really write idiomatic js, rather than just port something 1:1 from C++.

For example, the App object will ask all other classes to load their Spritesheet object. The Spritesheet object returns a Promise (jQuery promises so far, but I might switch to CommonJS promises later if I need the features), and the app will wait for these promises to be fulfilled before it launches the game.


View PostTheNut, on 03 March 2013 - 03:51 PM, said:

How do you plan on tackling web sockets? Are you going to write your own C++ server or consider using node.js?

I'll be using node.js, and socket.io. A major reason for running js on the server is that I can run the exact same code on both sever and client in parallell. Without it, conflicts would be very difficult to resolve, and cheating would be easy.


View PostTheNut, on 03 March 2013 - 03:51 PM, said:

As another part time project, I've been creating a lightweight web socket server in C++ with LUA scripting support. Most web based multiplayer games I envision the server will simply act as a mediator forwarding messages, but I left the LUA option on the table should I feel the server needs to perform logic of its own (mostly player accounts / logins). I'm not sure on the performance impact though, so I may revert to using a classic DLL plug-in style architecture instead once I get around to running some tests.

Cool! I have been wanting to look at lua+C/C++ for some time, but I don't really like the language much. Plus I don't really have anything than needs the speed of C. Heck! My game is running at a steady 60 FPS with hundreds of scaled sprites, even on my iPhone, with 100% Javascript...

In Topic: consoles are all going x86 chip and AMD GPU

05 March 2013 - 09:09 AM

> Not good

DRM is by definition "Not good". It goes against the interest of the user. Somewhere you have to make compromises.

You said it is a bad thing if the user must connect all devices and deactivate them before he is able to transfer ownership. Remember that the alternative is to not be able to do it AT ALL.