From my own experiences with refactoring, it's good to feel the pain before you do the refactor. If you refactor premeturaly theres a risk that all you end up doing is moving the pain from one place to another because you haven't had the time to experience a wider range of use cases of the code. Great tip on the gradual refactoring btw
Good advice on gradual refactoring. I started making a game as well (you got my game dev wheels turning), multiplayer rpg style. I'll have to think about creating a similar entity system. I'm using PhaserJS, a game framework (not an engine), which has been pretty nice to work with so far and speeds things up in terms of sprite, map, and scene rendering. And it works quite well with Tiled map editor... Looking forward to more game dev content!
Instead of making a position so abstract and running over all entities to calculate a distance threshold, just use a quad tree and allow queries into the quad tree. This will enhance the performance of all range based attacking structures.
Love the step by
Step learning babe! Keep it going 💪
one of these days we can play it together with the family. I'm building a low budge don't starve for us.
From my own experiences with refactoring, it's good to feel the pain before you do the refactor. If you refactor premeturaly theres a risk that all you end up doing is moving the pain from one place to another because you haven't had the time to experience a wider range of use cases of the code. Great tip on the gradual refactoring btw
You should make a yt channel good sir; you sound smart because I agree
Thanks for sharing how you architect your multiplayer game. This is very interesting!
Good advice on gradual refactoring. I started making a game as well (you got my game dev wheels turning), multiplayer rpg style. I'll have to think about creating a similar entity system. I'm using PhaserJS, a game framework (not an engine), which has been pretty nice to work with so far and speeds things up in terms of sprite, map, and scene rendering. And it works quite well with Tiled map editor... Looking forward to more game dev content!
Wow, a game architecture . sounds fascinating! It's always exciting to learn something new! 😊
Appreciate the hotkey tips as well. Nice work, cheers!
What is your keyboard dude, the key sounds are so smooth
This is awesome, thank you for sharing.
Hotkey tip is much appreciated!
Instead of making a position so abstract and running over all entities to calculate a distance threshold, just use a quad tree and allow queries into the quad tree. This will enhance the performance of all range based attacking structures.
I just checked the code, and I see that it only checks the grid cells within the 100-unit radius. It still might be useful for a much larger radius.
Can you tell me the vsCode theme name ?
bearded theme stained blue
plss someone know what vscode theme he is using?
Bearded the stained blue
Thanksss
Where is golang content?
Soldier of Chaos did nothing wrong
Are you the leader of clan SoC?