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About narushevich

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  1. I'm ready to pay for art instantly! no rev sharing, because the game will be free.
  2. Hello, everyone! I'm developing a game with isometric & true pixel art graphics, no 3d stuff. Previously I've had drawn by myself, but now I'm feeling in need for help. It's a city building game, similar to simcity and with graphical style more to transport tycoon. There is need to draw buildings, terrain, gui icons etc. Is there anyone interested in cooperation? I'm working on this in overall more than 2 years. I've had few different prototypes, had developed own simple engine. So I'm not feeling on abandoning this project now, when its near to be finished. Here is some demos:
  3. Hi! I'm looking a pixel artist for a game I'm doing. I need to draw buildings and some icons. You can take a look here: and There's some graphics I've done by myself, and something that I've borrowed for demo. Are you interested to contribute?
  4. Let's consider that I would like to make a multiplayer client-server game. The game is much more like a 2d simcity, no physics, no object position sync. The game has representation and logic, server is authorative and logic is located there. Logic itself is simply a module which has nothing to do with game engine, networking, graphics, physics etc, user events. Game server is simply mapping request data to some of the logic methods, e.g.; Game client fetches tile, house or whatever data and positions some predefined gameObjects on the scene. I like this setup because logic would be independent, reusable module. I could later change the whole engine and still reuse same logic module. But it feels strange, like I'm using game engine only for rendering, like running volkswagen on jet engine. Now let's say I would like to do a singleplayer-only game. Usually I would write all logic in gameObject/entity scripts and don't mess with logic separation and such stuff. But what should I do if I want multiplayer + singleplayer game?! If I would put logic as module for singleplayer then it'll be a lot of overhead, but if I would move half of the game engine onto server...than,...can't even wrap my head around it. And even more, what if I have two copies of logic as module on both server and client, and both of them are running simultaneously, in order to predict server response results. How do you separate game logic(game model!?) from application? Do you tie it to engine(by storing all logic in game engine's scripting system)?
  5. I use ECS in my little engine. I find it very flexible, because you can use components and still mix it with "OOP" way. For example - you can define a class that is inheriting from entity and all what constructor does is adding few component to itself, after that you can inherit from that class and add one more component, and so on. This way "OOP" style can still be there.
  6. Thanks for idea about flaging items when retrieving. Now its under 2ms to retrieve 10k of items in requested node, instead of 300ms previously!)
  7. That's because I'm storing items only in leaf nodes. Initially I was storing them in leaf and branch nodes, but later I were suggested to rework code to store only in leaf and it seems now it was waste of time. Also just now I've tried storing only indices to items, but that's somehow was slower rather then storing object itself, despite the fact that pushing int can be more than twice as quicker . I guess that's because querying data of item by given index drawbacks all performance boost from usage of int. Now I'm gonna rework back to storing items in branches+leafs and get rid of indexof's. This should give me the quickies version of my implementation. Thanks for advice, Gio!)
  8. Thanks for detailed answer and few ideas!) I have duplicates in cases when box'es are intersecting with multiple nodes!
  9. I've never thought that inserting int may be faster than inserting object. Thanks for hint. Ill rework code in order to manage only indexes to items and nodes rather references. And actually degrading implementation to quadtree doesnt give big performance boost , because it's just one check less in my implementation. Don't you mind to share your implementation?
  10. I have 10k objects to iterate, thats not a big problem. Problem is with multiple cameras/viewports. If there is multiple cameras/viewports then number of iterations multiplies to number of cameras.
  11. I have 10k objects to iterate, thats not a big problem. Problem is with multiple cameras/viewports. If there is multiple cameras/viewports then number of iterations multiplies to number of cameras.
  12. You can help me out with graphics on this project I need cars, building, tiles. PM if you are interested
  13. Once you've nulled all references to image and if device is short on memory , in that case I guess you can be sure that GC will delete your image from memory) I've made some simple asset manager for my own purposes based on XHR2, you can take a look on sources here.