The_dude8080

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About The_dude8080

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  1. Seems interesting. I guess that you need to have in mind the processing power of the machine that hosts the server. If the server is under huge traffic it would require a powerful one. Right?
  2. I was wondering how those are made? The attacks detection. Hitboxes on stickmen arms and legs etc?
  3. Did you load an entire map and then select what to render? Is is like a map array?
  4. can you earn from advertising and such in those cases?
  5. Seems very nice. thank you
  6. Well this is kind of a really noob dought. I have never put a website online and of course google can help and it helped already but I wanted your opinion. Can I host my website for free? Using what?
  7. That is a good question. I would follow others advice of not taking "known" sprites. It is better to make your own...
  8. Hmm then if map is something like this: var map = [0,0,0,0, 1,1,1,1, 1,1,1,1, 0,0,0,0] // Would you do something similar to this? function GenerateMap (player_position) { for(var x = 0; x < map.length; x++) { if(player.position.x > 300 && player.position.y > 300) { // just random values if(map[x] == 1) // add the sprite equivalent to type "1"; if(map[x] == 2) // add the sprite equivalent to type "2"; } } }
  9. Well, thank you all for the help!
  10. Hello. I was wondering how you handle huge maps in a game. I am more like a phaser user but I guess the idea behind it must be the same too all other cases. I know phaser bitmap has a limit size (it seems like it) so I can't just load millions of tiles into a bitmap for example. I can't load them "one by one" in the game because that would make the fps horrible... so what? Should I create lots of bitmaps and load them according to player position in the map? Like some kind of "map pooling"?
  11. I agree with you. Just wanted some feedback
  12. Hey. What do you think is the best option ? I know there won't be probably a "best" option but what would you guys choose? Babylon seems more complex than playcanvas but that might bring some more advantages to the table as well idk...
  13. https://www.quora.com/How-does-the-algorithm-of-the-game-Football-Manager-work this might help
  14. Everything you are asking is done the same way as in a "normal" game where you, or other players, take control of a character. The only difference is that every "player" there is code-scripted. But for collision checks and knowing if player is visible or not is not dependent on whether you are controlling it or not. It is part of the game environment itself. If you are talking about 3D fps physics I would guess that visibility is conditioned by vectors, raycasting, that type of stuff.