| bio | website | |
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| location | ||
| age | ||
| visits | member for | 1 year, 8 months |
| seen | Feb 2 '12 at 16:00 | |
| stats | profile views | 11 |
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Sep 21 |
awarded | Yearling |
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Jan 3 |
revised |
Is there a pattern for writing a turn-based server communicating with n clients over sockets? edited tags |
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Dec 22 |
awarded | Organizer |
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Dec 22 |
revised |
GML and C/C++ language question edited tags |
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Dec 22 |
revised |
GML and C/C++ language question edited tags |
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Nov 22 |
comment |
What game systems exist which uses camera input? Yeah, the camera in the wiimote is infrared only. By default it only reads the infrared LEDs in the sensor bar, but if you're clever enough you can do some amazing things with it. |
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Nov 22 |
answered | What game systems exist which uses camera input? |
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Nov 18 |
answered | Where to start when building a 3D terrain editor? |
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Nov 4 |
awarded | Analytical |
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Nov 4 |
awarded | Critic |
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Nov 4 |
answered | What platform should I use? |
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Oct 28 |
answered | Searching for the right engine for a simple FPS |
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Oct 27 |
awarded | Nice Answer |
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Oct 27 |
comment |
How to make sure there's always a walkable path for enemies in a tower-defense game? To get pathfinding into Unity, you might like to look at this free project. If you don't have a lot of experience, libraries are a great way to reduce the time you spend getting demotivated by boring stuff. Grab code from anywhere and everywhere to get your game playable, and worry about fixing it later. |
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Oct 27 |
comment |
How to make sure there's always a walkable path for enemies in a tower-defense game? My normal plan when making a game is to get every part to the minimum playable state, then go from there. That means ignoring difficult things like forbidding the player from blocking the path, and instead making sure that you can send enemies from the start to the end, and the player can shoot at them. Once you've got a game you can win or lose, do whatever makes it fun/not broken. Repeat until awesome. |
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Oct 27 |
comment |
How to make sure there's always a walkable path for enemies in a tower-defense game? Not specific to tower defence, but here's a good beginners' introduction to A* and a more in-depth treatment. If you're using an engine there will probably be an A* implementation available for it, and there are quite a few pathfinding libraries you could use. Specific to tower defence, the answer to this question claims there is a better algorithm that A*, but I'm not familiar with it |
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Oct 27 |
answered | It is worth adding 'futuristic' features to our game, or should we put our focus elsewhere? |
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Oct 26 |
awarded | Investor |
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Oct 26 |
awarded | Nice Answer |
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Oct 26 |
answered | Is there a good existing starting point for realistic 2d racing car physics? |