Mipey's Recent Forum Activity

  • danced a jig

  • The one where I can easily refer to entities without the need for look them up in the XY space. Plus, a LOT of the space would be empty and I want to avoid that.

    Well, guess I could have an array that indexes existing entities and just draw those whose locations fall within viewport. So each feature would have an address and the empty space would be just that - empty, maybe with inherited features from adjacent features (solar radiation/gravity etc.).

    This requires careful planning, as in, future optimizations would likely be extruciating.

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  • That... looks interesting. Well, first I see how much I can squeeze out of arrays before I start pulling my hair out, then I'll consider one of those databases.

    Thanks!

  • Well, how can we be sure he is not keeping anyone locked in his basement?

  • Construct 2 is ideal for prototyping game ideas, that is trying them out and leveling game development up.

    After you conquer Construct 2, sky is the limit for you. You can go straight C++, take up on Unity or stick to Construct 2 - you'll have enough game dev experience to do anything you can think of.

  • Obviously mobile phones aren't suitable targets - not only are they weaker performance wise, there simply isn't enough market for games of this type. And platform is the least of my concerns here, after all we're talking HTML5.

    My goal is a simple yet deep simulation game that can be extended at will, within reasonable constraints of course. It would have hundreds, thousands of actors all doing their own things (I'm thinking space simulation game of colony management).

    Now, for this I need a high performance database of sorts that can handle thousands of simulateous references. Would the array be sufficient for that task? Or should I consider making a dedicated plugin for this alone, leveraging full Javascript capability?

  • I've been wanting to prototype a simulation game, however I'm concerned about limitations of Construct 2's data handling. I'm thinking hundreds of thousands references in real-time, not like character and monster stats - I'm thinking of tracking every in-game object.

    Think Dwarf Fortress, only on a somewhat more humble scale.

    Array feels somewhat bulky, but I probably could get away with using constants as array references. I'm not sure how much would that impact the performance, however.

    Opinions? Experiences? Suggestions?

  • When I read Atlantis, I think Indiana Jones and the Fate of Atlantis. Ah, so many fond memories. Unfortunately it isn't on GoG, but Steam has it.

  • I... haven't made any games in quite a while. Been busy with other projects. Now that Construct 2 is shaping up so nicely, it's nigh time to put forth my numerous ideas into some semblance as prototypes.

  • pincers and promptly

  • bared its teeth

  • Sometimes I drag the window with forums open to a side of the Construct 2 editor. When narrowed, those extra spaces to sides, like...

    <----- over there and then way over there ----->

    feel kind of a waste of space. Sure, it looks great on widescreen, but on narrowscreen, not so much

    Just a note.

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Mipey

Member since 16 Jan, 2009

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