Monthly Archives: November 2013

Fun with serialization

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Games have to manage a lot of data, information on all of the weapons, ships, enemies, etc. Plus all of the player  information like owned ships, layout of the planets, cash, allies, etc. I use a series of hash maps, … Continue reading

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Generating Mazes

I’ve been doing some thinking about the battlefields recently, for a couple of reasons. First players are going to be doing a lot of fighting, and it’s going to get old pretty quickly if you’re always facing off in a … Continue reading

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