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bio website tkiley.co.uk
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visits member for 3 years, 6 months
seen 18 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.


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
Jan
28
asked Frame independent buoyancy using Substepping
Dec
10
comment How do you save Path2D data?
I don't know Path2D, but the methods you are describing sound the same as the SVG methods, so prehaps you could use the SVG format? (bonus: you can open the file up in image editors!)
Nov
21
comment How do I tell if my enemy can see my player?
One crucial detail I think should be added to this answer is the game should also do a raycast or something to ensure that they can in fact see the player (not blocked by walls etc.)
Sep
24
awarded  Autobiographer
Sep
19
awarded  Curious
Sep
18
comment How to produce a texture to represent a vector field
I have now actually just written a tool that converts SVG to BMP in the way described (prep-ing an answer now) but the original question was a tool/library that would automatically produce the texture as the artist drew the texture - i.e. computing the vectors and colouring the line accordingly as the artist draws the path. My solution is a process that I run the file through after which will slow down iteration.
Sep
18
comment How to produce a texture to represent a vector field
I'm not really sure what you mean or how this would help me produce the required textures, could you elaborate?
Sep
18
asked How to produce a texture to represent a vector field
Aug
6
revised Instantiate prefab randomly but not in already occupied position
Explanation for square magnitude
Aug
6
comment Instantiate prefab randomly but not in already occupied position
Sorry not used Unity in a while, it should be sqrMagnitude, I'll update the answer
Aug
6
answered Instantiate prefab randomly but not in already occupied position
Aug
4
comment Setting up a camera to make the world look large
By TPPOV, do you mean the field of view angle should be very small or is there omse other aspect you are referring to?
Aug
4
asked Setting up a camera to make the world look large
Jul
30
awarded  Popular Question
Mar
19
awarded  Citizen Patrol