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erpeo93
Oh, and he too.[/quote] Man, I've read that book, it's just gold. I'm totally going for a utilit…
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erpeo93
}; void evaluate( Entity* e ) { } [/code][/quote] Yes, it could work also that way. But I think …
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Mārtiņš Možeiko
Are you saying this doesn't work: [/code] But this works: [/code]?? I'm pretty this is not the i…
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Huntress77
I was going through the beginning of Day 62 and was baffled as to why my Sword.High entity was ret…
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orin tresnjak
Whoohoo, first blog post... So! Almost at the exact same time as this project was approved by Hand…
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Jeremiah Goerdt
It sounds like your going for a utility-based AI system. There are some great talks and articles a…
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Jeremiah Goerdt
That's a big list of changes. Well done
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Simon Anciaux
I was more thinking of not having function pointers at all. }; void evaluate( Entity* e ) { } [/c…
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the_calling
Many thanks for sharing :)
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Ray
After almost six months of hard work, new raylib version is ready! Some highlights of this new ver…
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Thomas Kingsvik
4coder seems like the best thing going for getting tools to work the same across platforms and al…
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erpeo93
The difference to me at this point seems like the difference between 100 action evaluation functi…
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erpeo93
Yes, it seems to me that for now the best thing to do is to stay simple and go with the switch. On…
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r2d2
Yes, you were right about the initialisation. Zeroing game_input on startup was correct choice of …
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Dan Zaidan
I'll definitely will keep that in mind. It's awesome that mmozeiko shared his WASAPI implementatio…
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Simon Anciaux
The next step would be to make sure that you initialize the game_controller_input to zero on start…
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Daniel Bross
This is great news. Using 4coder for the last month or two has been a breath of fresh for product…
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r2d2
Thanks for the ideas. Yes, I've spent some time in the debugger. If the work queue variable defini…
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Simon Anciaux
The method I explained is a way I used and that was working for me on a small project. Please don'…
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graeme
The loop is best inverted yeah. But I agree with ratchetfreak--it probably won't matter. If that c…
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ratchetfreak
that change from 216 to 96 cycles may seem significant may seem significant but it's only part of …
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Dan Zaidan
Thinking about the write/play cursor relation as - = is clarifying. Thanks so much for your ex…
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Simon Anciaux
Last year I worked on a card game (like Hearthstone) for a few month, and each card had a special …
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Simon Anciaux
The problem is that you're not supposed to write in the buffer between the play cursor and the wri…
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Timothy Wright
Why did you want to remove SDL and the crt?
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Simon Anciaux
I don't have much experience with that. But you can try a few things:Leave the complete multi-thre…
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erpeo93
No, I absolutely don't need them to be dynamic... I just want to define one time how the "attack a…
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Mārtiņš Možeiko
Do you really need to change those formulas at runtime? Do they need to be so dynamic? Why not sim…
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erpeo93
Hi all, I'm currently developing a (very rudimentary) artificial intelligence for my game, and I c…
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Mārtiņš Možeiko
Yes, super sampling is a valid way to do antialiasing. But as you already mentioned - it will be m…
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