Real-Time Multi-User Gaming Platform
I’m considering developing a real-time multi-user game, and I want to gather some information about possibilities before I do some real development. I’ve thought about how best to ask the question, and for simplicity, the best way that occurred to me was to make an analogy to the field (or playground) game darebase.
Should extension scripts be run in a sandbox?
In particular, this is about game extensions written in lua (luajit-2.0). I was contemplating whether I should restrict what these scripts can do, and arrived at the conclusion that I probably shouldn’t:
When does “proper” programming no longer matter?
I’ve been building an android game in my spare time. It’s using the libgdx library so quite a bit of the heavy lifting is done for me.
How to create Button/Switch-Like Tile where you can step on it and change its value?
If the player steps on a Button-Tile when its true, it becomes false. If the player steps on a Button-Tile when it is false, it becomes true.
Best development model for novice game developers [closed]
It’s difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 11 years ago. A small group of friends (including myself) decided […]
Would it be bad design to abstract a graphics library and wrap it in a single class? [duplicate]
This question already has answers here: How do I prove or disprove “God objects” are wrong? (8 answers) Closed 11 years ago. I’m starting a game project in C++ using the SFML. It provides various classes for handling graphics, input, etc, but I would like to wrap it all up in a single Media class. […]
Is it reasonable to build applications (not games) using a component-entity-system architecture?
I know that when building applications (native or web) such as those in the Apple AppStore or Google Play app store that it’s very common to use a Model-View-Controller architecture.
overworld vs on-screen 2d tile organization
I am developing a 2d game where the world is made up of tiles.
overworld vs on-screen 2d tile organization
I am developing a 2d game where the world is made up of tiles.
What would be the best way to store movements on a game to allow a rollback?
I’m developing a board game that has a game class that controls the game flow, and players attached to the game class. The board is just a visual class, but the control of the movements is all by the game.
The player can try to make false movements that lead to the game telling the player that this kind of movement is not allowed (and tell the reason behind it). But in some cases, the player can just make a movement and realize it’s not the best move, or just miss click the board, or just want to try another approach.
The game can be saved and loaded, so an approach could be storing all the data before the movement and not allow a rollback, but allow the user to load the last autosaved turn. This looks like a nice approach, but involves user interaction, and the redrawing of the board could be tedious to the user. Is there a better way to do this kind of things or the architecture really matters on this thing?