It basically is an overview of the libs and tools used, with explanation about some more "re-usable" parts and also about what we (probably) did awfully wrong.
Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
LuaJIT2 Ogg/Vorbis ALmixer ManyMouse Loki … (any many other things no longer used) gcc 4.6 ruby 1.8-1.9 CMake code::Blocks (on Win) https://github.com/godfat/cubeat/
Have often-used std container interfaces Very ugly usage of exception when serializing * cubeat-core/include/utils/dictionary.hpp * cubeat-core/src/utils/dictionary.cpp
Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
(Prob_Solve) in 2007. Dunno how to impl AI strategy for building chains. Research some kind of patterns? Neural network?? Reinforcement learning??? Genetic algorithm????
(Prob_Solve) in 2007. Dunno how to impl AI strategy for building chains. Research some kind of patterns? Neural network?? Reinforcement learning??? Genetic algorithm????
AI. Few people could beat EASY. * made AI even slower, too boring - player learns nothing * occasional "critical hit" - randomness problem - you don't want player get defeated randomly - computer simulated "hand-shaking" - had to make pace feel right to new player
will actually work B. Many things are coupled by nature/design, nothing to do with how you code it A+B = layers of workarounds, unexpected complexity & bugs/crashes hard to keep code clean
*.app formats - ManyMouse (old) on Linux - Android apk filesystem restrictions - etc May be better to focus on 1 platform at a time, but keep code portability at all cost.
Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
setter & getter for view objects: obj->set<Pos2D>(vec2(100, 200)).set<Alpha>(128); And because it looks cool: obj->onPress(button) = bind(function, ...);
C++ source/header Using eruby (erb-like) to proc. embedded ruby Model.cpp.eruby -> preprocess -> Model.cpp Debug hooks Auto #ifndef #define #endif block for headers Generate property getter/setters. Expand Boost.object_pool signatures.