I’ve been spending the last week reworking my network architecture playing around with macros.
It will help me a huge deal with prototyping : i don’t want to have to maintain my network dispatcher everytime i’m adding a new feature anymore, it will also add some safety since everything will be abstracted : less bugs and more time to spend on actual game design.
I’m also not satisfied about how i’m handling my skills code-wise, they are not entity-component-friendly and that annoys me. I might refactor them, again i’m a bit scared about delaying actual gamedev work so we’ll see.
I’m setting aside gamedev for 3 weeks but hopefully i would be able to throw *another* playtest mid-september.
Latest tweets from @caribouloche
@reidrac I'm not sure I get the analogy :3
Sep 19 2014, 4:12pm
@reidrac absolutely and I think it's awesome, but his argument is weak for 99% of people (who are not coders)
Sep 13 2014, 6:04am
"This is the beauty of open source. Try it, and if you don't like it, try another!" This is just the beauty of free softwares god damn it :3
Sep 12 2014, 3:59am
Who is this buzzword apple guy?
Sep 9 2014, 1:18pm
@Wofiel Bandwidth can still improve while latency hardly so. But i agree it's interesting mostly for cloud-based gaming atm IMO.
Aug 29 2014, 8:55am
@zapakitul Ah nice, i like the goal of eOS or just the fact that they have one that involves design (for a linux...)
Aug 28 2014, 4:15am
@Wofiel They send pairs of possible input sequences w/ generated frame for those events. The client then match its sequence w/ the frame.
Aug 28 2014, 4:13am
Also with 512mb ram Elementary OS doesn't worth it. (Crunchbang is way better)
Aug 27 2014, 8:29am