Timeline for Multiplayer online game engine/pipeline
Current License: CC BY-SA 3.0
3 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 22, 2012 at 22:07 | comment | added | Slaus | Well, that was pretty specific answer what is making me curious: 2 different programmers implemented almost the same things to make their different games and even more: my previous game was single-player but now I'm using the same approach (exactly that one generator) within my MMO game because philosophical units of programming are the same there: objects, their properties and dependencies - fit for such different game types. | |
| Dec 22, 2012 at 21:59 | comment | added | Slaus | Excel is lovely for their formulas, yeah, but we have some problem which I cannot solve for now: there are no arrays - only tables, i.e. if I have 10 characters each having 4 spells, I must describe 10 objects within characters table and 40 objects within spells table and specify 4 comma-separated spells (links are implemented as part of generating language) within spells column of table characters, but instead was chosen approach with 4 columns within table characters (first_spell, second_spell ...) - both are pretty ugly anyway. | |
| Dec 22, 2012 at 16:42 | history | answered | Panda Pajama | CC BY-SA 3.0 |