Oh, and he too.[/quote] Man, I've read that book, it's just gold. I'm totally going for a utilit…
}; void evaluate( Entity* e ) { } [/code][/quote] Yes, it could work also that way. But I think …
Are you saying this doesn't work: [/code] But this works: [/code]?? I'm pretty this is not the i…
I was going through the beginning of Day 62 and was baffled as to why my Sword.High entity was ret…
Whoohoo, first blog post... So! Almost at the exact same time as this project was approved by Hand…
It sounds like your going for a utility-based AI system. There are some great talks and articles a…
That's a big list of changes. Well done
I was more thinking of not having function pointers at all. }; void evaluate( Entity* e ) { } [/c…
Many thanks for sharing :)
Ray —
After almost six months of hard work, new raylib version is ready! Some highlights of this new ver…
4coder seems like the best thing going for getting tools to work the same across platforms and al…
The difference to me at this point seems like the difference between 100 action evaluation functi…
Yes, it seems to me that for now the best thing to do is to stay simple and go with the switch. On…
r2d2 —
Yes, you were right about the initialisation. Zeroing game_input on startup was correct choice of …
I'll definitely will keep that in mind. It's awesome that mmozeiko shared his WASAPI implementatio…
The next step would be to make sure that you initialize the game_controller_input to zero on start…
This is great news. Using 4coder for the last month or two has been a breath of fresh for product…
r2d2 —
Thanks for the ideas. Yes, I've spent some time in the debugger. If the work queue variable defini…
The method I explained is a way I used and that was working for me on a small project. Please don'…
graeme —
The loop is best inverted yeah. But I agree with ratchetfreak--it probably won't matter. If that c…
that change from 216 to 96 cycles may seem significant may seem significant but it's only part of …
Thinking about the write/play cursor relation as - = is clarifying. Thanks so much for your ex…
Last year I worked on a card game (like Hearthstone) for a few month, and each card had a special …
The problem is that you're not supposed to write in the buffer between the play cursor and the wri…
Why did you want to remove SDL and the crt?
I don't have much experience with that. But you can try a few things:Leave the complete multi-thre…
No, I absolutely don't need them to be dynamic... I just want to define one time how the "attack a…
Do you really need to change those formulas at runtime? Do they need to be so dynamic? Why not sim…
Hi all, I'm currently developing a (very rudimentary) artificial intelligence for my game, and I c…
Yes, super sampling is a valid way to do antialiasing. But as you already mentioned - it will be m…