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 61 
 on: 2017-03-25 22:35:57 
Started by orange451 - Last post by KaiHH
Wait... why don't you just call the method with a differing parameter?
This can quickly become cumbersome because you would have to drag that parameter through all method calls of your callstack, starting with the Thread's initial Runnable to finally the method you want to check the thread in.
Thread-local memory is also one way to solve this (via Java's java.lang.ThreadLocal).

 62 
 on: 2017-03-25 22:18:36 
Started by orange451 - Last post by Drenius
Wait... why don't you just call the method with a differing parameter?

 63 
 on: 2017-03-25 20:59:26 
Started by bullen - Last post by DrHalfway
Use a language you are comfortable with. You won't gain any immediate advantage just because you use C/C++. There will be some hurdles and problems that you will need to solve.

 64 
 on: 2017-03-25 19:10:47 
Started by bullen - Last post by bullen
So I'm thinking about building this C++ engine, but I really don't like working in C++/C, so I'm thinking of having the core engine be C++ and then you script the game in Java very similar to Unity but with the rendering thread in C++. Has anything like this been done before.

Also do you know if there are many other small open source game engines like this one out there:

http://www.gameplay3d.io

 65 
 on: 2017-03-25 17:57:28 
Started by ral0r2 - Last post by homac
Overlooked that part with the grid based navigation... In that case, I agree with KaiHH.

 66 
 on: 2017-03-25 17:46:14 
Started by EnderNinja7 - Last post by homac
Themable Widget Library looks very flexible. Never used it myself!

 67 
 on: 2017-03-25 17:35:50 
Started by ral0r2 - Last post by KaiHH
Quote
The game is 2D and tile based, but uses floats for entity movements that means you can be on two tiles at the same time.
If a player can only be on two tiles at the same time for the purpose of animation and otherwise he can only navigate horizontally or vertically, but not diagonally then your navigation points/nodes should always be the centers of the tiles and not the players themselves. When a player transitions horizontally/vertically between two tiles you should consider the player to be at the position of the tile nearest to him (if t < 0.5 then the source tile; else the target tile).
I took your image and plotted the waypoints/nodes onto it:

The purple dots are the navigation nodes and the lines connecting the dots denote where navigating from one node to another is possible (and only then and only along that line).

 68 
 on: 2017-03-25 17:31:31 
Started by Archive - Last post by homac
... I think putting an int field in the enum that the backend can use for mapping the enum to a constant isn't the same thing and shouldn't be bad design ...

I agree with that. I had another use case in mind. If you go for just those two backends and the mapping is n:m (with n <= m) then I'd go for the approach of CoDi^R or just map it directly in the switch/case statement.

I tend to think too long about such things ending up with solutions which doesn't seem to improve it too much, but burned time away like hell.

 69 
 on: 2017-03-25 17:03:19 
Started by ral0r2 - Last post by homac
yes, but +4 is just nothing.

 70 
 on: 2017-03-25 16:08:04 
Started by EnderNinja7 - Last post by orange451
Could always give Nuklear a try.

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