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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • Storing game objects with generic object information

    - by Mick
    In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public GameObject(String name, double x, double y) { // etc } // setters, getters } I was thinking, since a lot of game objects (ex. generic monsters) will share the same name, movement speed, attack power, etc, it would be better to have all that information shared between all monsters of the same type. So I decided to have an abstract class "ObjectData" to hold all this shared information. So whenever I create a generic monster, I would use the same pre-created "ObjectData" for it. Now the above class becomes more like this: public abstract class GameObject { protected ObjectData data; protected double x, y; public GameObject(ObjectData data, double x, double y) { // etc } // setters, getters public String getName() { return data.getName(); } } So to tailor this specifically for a Monster (could be done in a very similar way for Npcs, etc), I would add 2 classes. Monster which extends GameObject, and MonsterData which extends ObjectData. Now I'll have something like this: public class Monster extends GameObject { public Monster(MonsterData data, double x, double y) { super(data, x, y); } } This is where my design question comes in. Since MonsterData would hold data specific to a generic monster (and would vary with what say NpcData holds), what would be the best way to access this extra information in a system like this? At the moment, since the data variable is of type ObjectData, I'll have to cast data to MonsterData whenever I use it inside the Monster class. One solution I thought of is this, but this might be bad practice: public class Monster extends GameObject { private MonsterData data; // <- this part here public Monster(MonsterData data, double x, double y) { super(data, x, y); this.data = data; // <- this part here } } I've read that for one I should generically avoid overwriting the underlying classes variables. What do you guys think of this solution? Is it bad practice? Do you have any better solutions? Is the design in general bad? How should I redesign this if it is? Thanks in advanced for any replies, and sorry about the long question. Hopefully it all makes sense!

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  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some respawn timer so, other than time, there really isn't a good way to limit the amount of new currency entering the system. So that really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

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  • Best practice for organizing/storing character/monster data in an RPG?

    - by eclecto
    Synopsis: Attempting to build a cross-platform RPG app in Adobe Flash Builder and am trying to figure out the best class hierarchy and the best way to store the static data used to build each of the individual "hero" and "monster" types. My programming experience, particularly in AS3, is embarrassingly small. My ultra-alpha method is to include a "_class" object in the constructor for each instance. The _class, in turn, is a static Object pulled from a class created specifically for that purpose, so things look something like this: // Character.as package { public class Character extends Sprite { public var _strength:int; // etc. public function Character(_class:Object) { _strength = _class._strength; // etc. } } } // MonsterClasses.as package { public final class MonsterClasses extends Object { public static const Monster1:Object={ _strength:50, // etc. } // etc. } } // Some other class in which characters/monsters are created. // Create a new instance of Character var myMonster = new Character(MonsterClasses.Monster1); Another option I've toyed with is the idea of making each character class/monster type its own subclass of Character, but I'm not sure if it would be efficient or even make sense considering that these classes would only be used to store variables and would add no new methods. On the other hand, it would make creating instances as simple as var myMonster = new Monster1; and potentially cut down on the overhead of having to read a class containing the data for, at a conservative preliminary estimate, over 150 monsters just to fish out the one monster I want (assuming, and I really have no idea, that such a thing might cause any kind of slowdown in execution). But long story short, I want a system that's both efficient at compile time and easy to work with during coding. Should I stick with what I've got or try a different method? As a subquestion, I'm also assuming here that the best way to store data that will be bundled with the final game and not read externally is simply to declare everything in AS3. Seems to me that if I used, say, XML or JSON I'd have to use the associated AS3 classes and methods to pull in the data, parse it, and convert it to AS3 object(s) anyway, so it would be inefficient. Right?

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  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there really isn't a good way to limit the amount of new currency entering the system. That really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

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  • Do We Indeed Have a Future? George Takei on Star Wars.

    - by Bil Simser
    George Takei (rhymes with Okay), probably best known for playing Hikaru Sulu on the original Star Trek, has always had deep concerns for the present and the future. Whether on Earth or among the stars, he has the welfare of humanity very much at heart. I was digging through my old copies of Famous Monsters of Filmland, a great publication on monster and films that I grew up with, and came across this. This was his reaction to STAR WARS from issue 139 of Famous Monsters of Filmland and was written June 6, 1977. It is reprinted here without permission but I hope since the message is still valid to this day and has never been reprinted anywhere, nobody will mind me sharing it. STAR WARS is the most pre-posterously diverting galactic escape and at the same time the most hideously credible portent of the future yet.While I thrilled to the exploits that reminded me of the heroics of Errol Flynn as Robin Hood, Burt Lancaster as the Crimson Pirate and Buster Crabbe as Flash Gordon, I was at the same time aghast at the phantasmagoric violence technology can place at our disposal. STAR WARS raised in my mind the question - do we indeed have a future?It seems to me what George Lucas has done is to masterfully guide us on a journey through space and time and bring us back face to face with today's reality. STAR WARS is more than science fiction, I think it is science fictitious reality.Just yesterday, June 7, 1977, I read that the United States will embark on the production of a neutron bomb - a bomb that will kill people on a gigantic scale but will not destroy buildings. A few days before that, I read that the Pentagon is fearful that the Soviets may have developed a warhead that could neutralize ours that have a capacity for that irrational concept overkill to the nth power. Already, it seems we have the technology to realize the awesome special effects simulations that we saw in the film.The political scene of STAR WARS is that of government by force and power, of revolutions based on some unfathomable grievance, survival through a combination of cunning and luck and success by the harnessing of technology -  a picture not very much at variance from the political headlines that we read today.And most of all, look at the people; both the heroes in the film and the reaction of the audience. First, the heroes; Luke Skywalker is a pretty but easily led youth. Without any real philosophy to guide him, he easily falls under the influence of a mystical old man believed previously to be an eccentric hermit. Recognize a 1960's hippie or a 1970's moonie? Han Solo has a philosophy coupled with courage and skill. His philosophy is money. His proficiency comes for a price - the highest. Solo is a thoroughly avaricious mercenary. And the Princess, a decisive, strong, self-confident and chilly woman. The audience cheered when she wielded a gun. In all three, I missed qualities that could be called humane - love, kindness, yes, I missed sensuality. I also missed a sense of ideals and faith. In this regard the machines seemed more human. They demonstrated real affection for each other and an occasional poutiness. They exhibited a sense of fidelity and constancy. The machines were humanized and the humans conversely seemed mechanical.As a member of the audience, I was swept up by the sheer romantic escapsim of it all. The deering-dos, the rope swing escape across the pit, the ray gun battles and especially the swash buckle with the ray swords. Great fun!But I just hope that we weren't too intoxicated by the escapism to be able to focus on the recognizable. I hope the beauty of the effects didn't narcotize our sensitivity to violence. I hope the people see through the fantastically well done futuristic mirrors to the disquieting reflection of our own society. I hope they enjoy STAR WARS without being "purely entertained".

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  • In Corona SDK the background image always cover other images

    - by user1446126
    I'm currently making a tower defense game with Corona SDK. However, while I'm making the gaming scene, The background scene always cover the monster spawn, I've tried background:toBack() ,however it's doesn't work.Here is my code: module(..., package.seeall) function new() local localGroup = display.newGroup(); local level=require(data.levelSelected); local currentDes = 1; monsters_list = display.newGroup() --The background local bg = display.newImage ("image/levels/1/bg.png"); bg.x = _W/2;bg.y = _H/2; bg:toBack(); --generate the monsters function spawn_monster(kind) local monster=require("monsters."..kind); newMonster=monster.new() --read the spawn(starting point) in level, and spawn the monster there newMonster.x=level.route[1][1];newMonster.y=level.route[1][2]; monsters_list:insert(newMonster); localGroup:insert(monsters_list); return monsters_list; end function move(monster,x,y) -- Using pythagoras to calauate the moving distace, Hence calauate the time consumed according to speed transition.to(monster,{time=math.sqrt(math.abs(monster.x-x)^2+math.abs(monster.y-y)^2)/(monster.speed/30),x=x, y=y, onComplete=newDes}) end function newDes() currentDes=currentDes+1; end --moake monster move according to the route function move_monster() for i=1,monsters_list.numChildren do move(monsters_list[i],200,200); print (currentDes); end end function agent() spawn_monster("basic"); end --Excute function above. timer2 = timer.performWithDelay(1000,agent,10); timer.performWithDelay(100,move_monster,-1); timer.performWithDelay(10,update,-1); move_monster(); return localGroup; end and the monster just stuck at the spawn point and stay there. but, When i comment these 3 lines of code: --local bg = display.newImage ("image/levels/1/bg.png"); --bg.x = _W/2;bg.y = _H/2; --bg:toBack(); The problem disappear Any ideas??Thanks for helping

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  • How do I prevent a website being misclassified by Websense?

    - by Jeff Atwood
    I received the following email from a user of one of our websites: This morning I tried to log into example.com and I was blocked by Websense at work because it is considered a "social networking" site or something. I assume the websense filter is maintained by a central location, so I'm hoping that by letting you guys know you can get it unblocked. per Wikipedia, Websense is web filtering or Internet content-control software. This means one (or more) of our sites is being miscategorized by Websense as "social networking" and thus disallowed for access at any workplace that uses Websense to control what websites their users can and cannot access during work hours. (I know, they are monsters!) How do we dispute this Websense classification error, as our websites should generally be considered "information technology" and never "social networking"? How do we know what category Websense has put our sites in, so we can pro-actively make sure they're not wrong?

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Play Majesty: The Fantasy Kingdom Sim on your Java ME phone

    - by hinkmond
    Here's a game that started on on the iDrone, then Anphoid, and now finally on Java ME tech-enabled mobile phones (thank goodness!). See: Majesty: Fantasy Kingdom Here's a quote: When you become the head of the country all the responsibility for the land's prosperity rests on your royal shoulders. You will have to fight various enemies and monsters, explore new territories, manage economic and scientific developments and solve a heap of unusual and unexpected tasks. For example, what will you do when all the gold in the kingdom transforms into cookies? Sounds like the same as becoming President of the U.S... except for the gold turning into cookies part... and the part about dragons. But, everything else is the same. Hinkmond

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  • Myths about Coding Craftsmanship part 2

    - by tom
    Myth 3: The source of all bad code is inept developers and stupid people When you review code is this what you assume?  Shame on you.  You are probably making assumptions in your code if you are assuming so much already.  Bad code can be the result of any number of causes including but not limited to using dated techniques (like boxing when generics are available), not following standards (“look how he does the spacing between arguments!” or “did he really just name that variable ‘bln_Hello_Cats’?”), being redundant, using properties, methods, or objects in a novel way (like switching on button.Text between “Hello World” and “Hello World “ //clever use of space character… sigh), not following the SOLID principals, hacking around assumptions made in earlier iterations / hacking in features that should be worked into the overall design.  The first two issues, while annoying are pretty easy to spot and can be fixed so easily.  If your coding team is made up of experienced professionals who are passionate about staying current then these shouldn’t be happening.  If you work with a variety of skills, backgrounds, and experience then there will be some of this stuff going on.  If you have an opportunity to mentor such a developer who is receptive to constructive criticism don’t be a jerk; help them and the codebase will improve.  A little patience can improve the codebase, your work environment, and even your perspective. The novelty and redundancy I have encountered has often been the use of creativity when language knowledge was perceived as unavailable or too time consuming.  When developers learn on the job you get a lot of this.  Rather than going to MSDN developers will use what they know.  Depending on the constraints of their assignment hacking together what they know may seem quite practical.  This was not stupid though I often wonder how much time is actually “saved” by hacking.  These issues are often harder to untangle if we ever do.  They can also grow out of control as we write hack after hack to make it work and get back to some development that is satisfying. Hacking upon an existing hack is what I call “feeding the monster”.  Code monsters are anti-patterns and hacks gone wild.  The reason code monsters continue to get bigger is that they keep growing in scope, touching more and more of the application.  This is not the result of dumb developers. It is probably the result of avoiding design, not taking the time to understand the problems or anticipate or communicate the vision of the product.  If our developers don’t understand the purpose of a feature or product how do we expect potential customers to do so? Forethought and organization are often what is missing from bad code.  Developers who do not use the SOLID principals should be encouraged to learn these principals and be given guidance on how to apply them.  The time “saved” by giving hackers room to hack will be made up for and then some. Not as technical debt but as shoddy work that if not replaced will be struggled with again and again.  Bad code is not the result of dumb developers (usually) it is the result of trying to do too much without the proper resources and neglecting the right thing that needs doing with the first thoughtless thing that comes into our heads. Object oriented code is all about relationships between objects.  Coders who believe their coworkers are all fools tend to write objects that are difficult to work with, not eager to explain themselves, and perform erratically and irrationally.  If you constantly find you are surrounded by idiots you may want to ask yourself if you are being unreasonable, if you are being closed minded, of if you have chosen the right profession.  Opening your mind up to the idea that you probably work with rational, well-intentioned people will probably make you a better coder and it might even make you less grumpy.  If you are surrounded by jerks who do not engage in the exchange of ideas who do not care about their customers or the durability of the code you are building together then I suggest you find a new place to work.  Myth 4: Customers don’t care about “beautiful” code Craftsmanship is customer focused because it means that the job was done right, the product will withstand the abuse, modifications, and scrutiny of our customers.  Users can appreciate a predictable timeline for a release, a product delivered on time and on budget, a feature set that does not interfere with the task(s) it is supporting, quick turnarounds on exception messages, self healing issues, and less issues.  These are all hindered by skimping on craftsmanship.  When we write data access and when we write reusable code.   What do you think?  Does bad code come primarily from low IQ individuals?  Do customers care about beautiful code?

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  • Website misclassified by websense

    - by Jeff Atwood
    I received the following email from a user of one of our websites: This morning I tried to log into example.com and I was blocked by websense at work because it is considered a "social networking" site or something. I assume the websense filter is maintained by a central location, so I'm hoping that by letting you guys know you can get it unblocked. per Wikipedia, Websense is web filtering or Internet content-control software. This means one (or more) of our sites is being miscategorized by websense as "social networking" and thus disallowed for access at any workplace that uses websense to control what websites their users can and cannot access during work hours. (I know, they are monsters!) How do we dispute this websense classification error, as our websites should generally be considered "information technology" and never "social networking"? How do we know what category websense has put our sites in, so we can pro-actively make sure they're not wrong?

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • Protecting the integrity of a game state while minimizing amount of data sent

    - by espais
    I'm developing a game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), monsters, items, and player(s). Initially, my thought was to simply package it all in a JSON object and send it every game tick, however when actually looking at the data I realized that's quite a large packet to be sending. So, my question is what is a good approach for minimizing data sent to the client? Obviously I would need to figure out some way of validating whatever it sends back. Initially we'd hoped to do some minimal verification on the client-side, but each time we thought of one thing we could do it is immediately invalidated with tools like Firebug. Kind of an open question I realize, but we want to get this right before we move on with our implementation so we don't have to shoehorn in bugfixes later on.

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  • MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

    - by Renann
    Yes, the question is is very difficult. This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects that need to be updated or, of course, monsters walking (which need to have their locations updated on the game client everytime), among other things. What should I do? Make a thread to handle things that can't be stopped no matter what? Code an "else" in the infinity loop where I update the other things when I don't have player's input to handle? Or even: should I only update the things that at least one player can see? These are just suggestions... I'm really confused about it. If there's a book that covers these things, I'd like to know. It's not that important, but I'm using the Lidgren lib, C# and XNA to code both server and client. Thanks in advance.

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  • programming logic and design pleas friends i need a flowcharts or pseudocode

    - by alex
    ***the midvile park maintains records containing info about players on it's soccer teams . each record contain a players first name,last name,and team number . the team are team number team name 1 goal getters 2 the force 3 top gun 4 shooting stars 5 midfield monsters design a proggram that accept player data and creates a report that lists each** player a long with his or her team number and team name**

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  • Please recommend PDU SMS format code or library for .NET or C++

    - by Pavel Radzivilovsky
    I have been searching a lot for a chunk of code, or a library to format SMS messages in PDU format and had little luck. They were either huge monsters with terrific dependencies on everything way above my requirements and a very obscure interface, totally not justifying the straight-forward, although rather complex encoding. Being on the edge of creating a NIH, my question is - have encountered the same problem and how have you solved it?

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  • programing logic and design plzzzzzzzzz help [closed]

    - by alex
    `*the midvile park maintains records containing info about players on it's soccer teams . each record contain a players first name,last name,and team number . the team are team number team name 1 goal getters 2 the force 3 top gun 4 shooting stars 5 midfield monsters design a proggram that accept player data and creates a report that lists each player along with his or her team number and team name

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Leveraging Code in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • What are the possible options for AI path-finding etc when the world is "partitionned"?

    - by Sebastien Diot
    If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is partitioned in chunks. This is in particular true if you want to run your game servers in the cloud, where each individual VM is relatively week, and memory and CPU are at a premium. I think the biggest challenge here is that the player receives all the parts around the location of the avatar, but mobs/monsters are normally located in the server itself, and can only directly access the data about the part of the world that the server own. So how can we make the AI behave realistically in that context? It can send queries to the other servers that own the neighboring parts, but that sounds rather network intensive and latency prone. It would probably be more performant for each mob AI to be spread over the neighboring parts, and proactively send the relevant info to the part that contains the actual mob atm. That would also reduce the stress in a mob crossing a border between two parts, and therefore "switching server". Have you heard of any AI design that solves those issues? Some kind of distributed AI brain? Maybe some kind of "agent" community working together through message passing?

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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