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seen Jul 18 '12 at 19:37

Sep
28
awarded  Yearling
Jun
26
comment How to run around another football player
Normalize the direction vector from the obstacle to the player and scale that by the repulsive force, then add it to the player's movement.
Jun
25
comment How to run around another football player
Glad you like it. When I read about this technique it was a revelation. I was trying to accomplish the same thing but modeling spaceships and the directions I was going in myself were way more complicated than necessary, basically thinking about pathfinding, higher-level navigation, etc. This doesn't require any higher-level infrastructure, is pretty light computationally (certainly by today's standards) and can give very nice results given some time to tweak.
Jun
25
revised How to run around another football player
added 39 characters in body
Jun
25
awarded  Editor
Jun
25
revised How to run around another football player
added 11 characters in body
Jun
25
comment How to run around another football player
Thanks, I toned down my response a little because I sounded like a jerk.
Jun
25
answered How to run around another football player
Jun
8
comment Detecting extremely fast joystick button presses?
OK, I see. That makes sense, similar to the situation Crashworks discussed with fighting games, where high-resolution timing of events is important. I definitely understand how this could be an issue for your, probably want to do asynchronous input sampling as he suggested.
Jun
8
answered Detecting extremely fast joystick button presses?
Jun
8
comment Custom Fonts in cocos2d
No, I also found Hiero simply doesn't work, at least on the Mac. Not sure if it's the Mac Java implementation or what, but I do iOS development professionally so the license cost for Glyph Designer is trivial by development tool standards. I have thought it would be nice to start a GitHub repository for cocos2d bitmap fonts, at least cover the most common fonts across nice range of sizes, but that still won't help people who have something particular in mind.
Jun
8
answered Custom Fonts in cocos2d
Apr
27
answered If I want to become a professional game developer, is learning Win32 API a must?
Dec
26
awarded  Teacher
Dec
26
answered Gamedev related magazines
Dec
25
answered Is chess-like AI really inapplicable in turn-based strategy games?
Dec
22
comment Version control for game development - issues and solutions?
Not sure how constructive this is since it's not first-hand experience, but I have worked on a couple projects that had been using AlienBrain before I worked on the project, and weren't using it anymore, and nobody had nice things to say about it. My memory of reading about it and catching word of mouth is that it burst on the scene, sounded really cool and some people who could afford it tried it and eventually realized it was a mistake.
Dec
22
comment Version control for game development - issues and solutions?
I worked on a large game project that used Perforce and was completely bewildered that anyone would pay for it. The need to be in sync with the server is obnoxious, even on a LAN. I understand the "reconcile offline work" feature but in practice the workflow is so intrusive that when there are network hiccups you just don't work. If you don't use an IDE that has a P4 plugin, or you just want to edit a file here and there from the command line or another tool, you have to go back to the P4 client and do some bookkeeping. No other VCS puts up so many barriers to doing work.
Dec
22
awarded  Supporter
Dec
20
comment Why do game engines convert models to triangles compared to keeping it as four side polygon
In OpenGL ES, as part of the effort to simplify the API, quads and polygons aren't even supported. So a practical reason to use triangles is because you don't have any other choice. But the reason a streamlined API like ES avoids other primitive types is due to reasons outlined in this and other answers.