322 reputation
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bio website tkiley.co.uk
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visits member for 3 years, 9 months
seen 15 hours ago

I am a student in my final year, studying Discrete Mathematics at the University of Warwick. I am predicted to get a 1st class honours degree.

I am a excellent programmer, familiar with C# and C++. I also have 1.5 years industry experience, including an intercalated year at Born Ready Games (BRG). At BRG, I worked as a junior programmer and during this time we shipped Strike Suit Zero.


18h
answered Unreal Engine for 2d in c++
1d
revised Rotate a rigid body not around its centre of mass
Spelling error, extra information about requirements of solution
1d
comment Rotate a rigid body not around its centre of mass
@PieterGeerkens I don't see how I can apply a convoluted transformation to a physics driven object, are you proposing disabling the physics simulation, applying the rotation and resuming? I would really rather avoid this as the physics simulation is quite complex.
1d
comment Rotate a rigid body not around its centre of mass
@Mario Strange because the back of the boat swings out rather than the front of the boat being driven. You are able to turn on the spot, but that is intentional and I'm not worried about that element.
1d
asked Rotate a rigid body not around its centre of mass
Jun
18
answered Unreal Engine 4 Point Light Limiters..?
Jun
8
comment How to rotate a gameobject to the specific angle
Also, you should avoid using == with floats as sometimes can be problem if the number cannot be represent exactly.
Jun
3
accepted Computing Normals for a displaced material
Jun
3
answered Is it possible to use the Unreal Engine as a big C++ library, without using the editor?
Jun
2
answered Computing Normals for a displaced material
Jun
1
asked Computing Normals for a displaced material
May
29
revised How can I get the “SelfActor” in OnBeginActorOverlap?
Fixed spelling mistake
May
29
answered How can I get the “SelfActor” in OnBeginActorOverlap?
Apr
20
awarded  Notable Question
Apr
8
comment How can I quantify a drawn line's straightness?
I can't +1 @Dancrumbs comment enough - that is a pretty key limitation with this method as if the user is drawing a straight line they will wobble a little bit so this feels like a common use case.
Feb
24
comment Object orientated design for RPG character creation
I don't know if this is your actual code, but as it stands you have a memory leak. You first assign cPntr to a new character and then reassign this pointer to a new Warrior without deleting or keeping the first pointer. I suspect your createClass wants to be static so you can call it directly. However, you're probably better following the other answers and using constructors, but in case you don't you should be aware of this.
Feb
9
comment Raycasting on Z in 2D
I believe yes, you will need to manually sort by z (or else use 3D colliders) as I don't believe 2D has any concept of stacking in the 3rd dimension. It shouldn't be hard to sort them by z when you get your results and so is probably preferable to complicating the rest of the physics by using 3D colliders.
Feb
6
answered Raycasting on Z in 2D
Feb
3
comment Raycasting on Z in 2D
I'm not sure I understand, is the Z-axis out of the screen? In which case in 2D physics, surely a ray cast along the z-axis is just checking a point? Is this what you are asking or have I misunderstood?
Jan
28
revised Frame independent buoyancy using Substepping
Updated problem with more information gained from logging every substep