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  1. Fluffball

    Cave Story Z

    I really don't think you understand the complications of what you're proposing here, or how many years of soul-breaking labor it would take. Then again, the difficulty of game programming is a bit like The Matrix. No one can be told of it, they simply have to see it for themselves.
  2. Fluffball

    Effective character/enemy programming

    So last night I put on my magical imagination cap and pretended to be a software engineer. I did in fact open that book that I haven't touched for 3 years and unfortunately it was mostly about refactoring, not so much patterns. I did however, start scavenging on wikipedia and found some very...
  3. Fluffball

    Effective character/enemy programming

    By thread, do you mean a coroutine or actual preemptive thread? Preemptive seems a a bit overkill in that situation imo, but if you can get the system to work fine, more power to you I guess. Your solution is pretty much what im doing as well, but the problem goes deeper than that for me. I...
  4. Fluffball

    Effective character/enemy programming

    Wait what? How did I just edit my last post instead of posting a new one... very strange....
  5. Fluffball

    Effective character/enemy programming

    Well, I' currently working on a more complete demonstration to show that might address that, but you are right, it does an awful lot of hand-waving over how animations link to sounds and states. I am still struggling with the problem of making a scalable, stable system that links animation...
  6. Fluffball

    Effective character/enemy programming

    Right, I'm pretty sure Hiino and I have now hit the magical land of opinions and need to agree to disagree. I guess the conversation was somewhat relevant because the suggestion seemed to be that the problem was a result of language use, and I'm pretty certain that's not the case since all the...
  7. Fluffball

    Effective character/enemy programming

    I'm gonna try to type this on my phone, please excuse horrific typos. I think you may have misunderstood my intent. I don't need to redo anything yet. I'm doing some investigative work before diving in to prevent getting myself into trouble. While c++ is a superset of c, c++ comes with a ton...
  8. Fluffball

    Effective character/enemy programming

    I like that notion you're using. What's that called? It would have a pretty straightforward implementation into a system that used coroutines. Also thanks for the correction with them going back to sleep. I'll keep that in mind.
  9. Fluffball

    Effective character/enemy programming

    I work with C++ because I'm doing a great deal of computational heavy lifting and need very low level access to DirectX and (evnentually) openGL. On top of the C++ engine is a script system written in Lua. Sadly, that has not helped because I have not found this issue to be affected by how a...
  10. Fluffball

    Effective character/enemy programming

    The thing about the FSM explosion is so true. In that game I work with, one character can have hundreds of states and thousands of transitions. Thankfully, the transitions themselves are actually not a big deal because they don't actually do anything. One state simply declares that it can...
  11. Fluffball

    Effective character/enemy programming

    I find this simultaneously comforting and discouraging (you seem to usually have all the answers on these forums; I been-a lurkin). 0_o I'm really curious how you found this out. I see that you decompiled some of CS's code, but does a decompiler maintain the overall program structure for a...
  12. Fluffball

    Effective character/enemy programming

    Hi guys, just joined the forums, so here’s a small amount of background: I've been programming game engines (or rather, "game engines" since I can't say I've made a successful game with them) for a while now and I'm recently trying to dedicate myself to making actual games as opposed to just...
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