If you've got OSX Lion and have installed Xcode then you already have a nice utility app called network link conditioner, I've been using it to test my RTS game.
It let's you change your bandwith, packet loss and latency.
http://joemiller.me/2011/07/25/network- ... -4-1-lion/
Search found 209 matches
- Tue May 29, 2012 7:51 pm
- Forum: Support and Development
- Topic: Simulating Network Lag
- Replies: 5
- Views: 1997
- Fri May 25, 2012 12:54 pm
- Forum: General
- Topic: Artificial Intelligence For Games (Morgan Kaufmann Series)
- Replies: 9
- Views: 3038
Re: Artificial Intelligence For Games (Morgan Kaufmann Serie
Here's the source code parts for parts of the book
https://github.com/idmillington/aicore
https://github.com/idmillington/aicore
- Sat May 19, 2012 11:56 pm
- Forum: Support and Development
- Topic: Calculating a trajectory
- Replies: 7
- Views: 2584
Re: Calculating a trajectory
That's because of euler integration isn't it? Box2d uses a more accurate integration I think.vrld wrote:The predicted path may be a little different than the one the simulated body will take.
- Sat May 19, 2012 2:58 pm
- Forum: General
- Topic: Mac compile and test automator workflow
- Replies: 6
- Views: 2661
Re: Mac compile and test automator workflow
You don't need to understand it. Just copy and paste what i've said. Press cmd-space, type terminal, press enter, type 'cd' without the quotes and then a space, then drag your folder onto to terminal window and press enter. Now type '/applications/love.app/contents/macos/love .' without the quotes a...
- Sat May 19, 2012 1:12 pm
- Forum: General
- Topic: Mac compile and test automator workflow
- Replies: 6
- Views: 2661
Re: Mac compile and test automator workflow
A little tip, open terminal and cd 'my_game_directory' /applications/love.app/contents/macos/love . It will run the game without needing to create a .love file. You can create a shortcut to love by opening or creating, if it doesn't exist ~/.bash_profile and add in alias love=/applications/love.app/...
- Sat May 19, 2012 12:53 pm
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15458
Re: FEZ. Frankenstein Entity Zystem.
YEAAAAHH. Big's good no?jradich wrote:Too... big
I did it in illustrator so it's easily resized, like on the OP.
- Fri May 18, 2012 6:55 pm
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15458
Re: Lua Entity System
What do you think?
- Fri May 18, 2012 12:17 am
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15458
Re: Lua Entity System
I've made quite a bit of changes to this, take a look at the new example on github to see how it's different. There's also a wiki now i've started to edit.
I might change the name to Frankenstein Entity System aka FEZ
(I just want to make a logo of Frankenstein wearing a fez.)
I might change the name to Frankenstein Entity System aka FEZ
(I just want to make a logo of Frankenstein wearing a fez.)
- Thu May 17, 2012 3:21 pm
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15458
Re: Lua Entity System
You might want to consider programming this using metatables; the added flexibility would likely be beneficial for something like this. For example, you could require the programmer to explicitly list all of a component's dependencies. That said, I read article you linked to as well as all of the o...
- Wed May 16, 2012 11:53 pm
- Forum: Libraries and Tools
- Topic: FEZ. Frankenstein Entity Zystem.
- Replies: 26
- Views: 15458
Re: Lua Entity System
OR any other component? Wouldn't that include everything? It's plausible that something other than a player would have Collidable, ShapeCircle, and Transform components, right? Wouldn't this cause a problem? The example on github needs more work, but essentially you would have a Player attribute an...