| bio | website | |
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| visits | member for | 2 years, 9 months |
| seen | May 15 at 8:15 | |
| stats | profile views | 282 |
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Mar 13 |
comment |
Is it possible to map mouse coordinates to isometric tiles with this coordinate system? @AndrewAustin I linked the derivation at the start of my answer, but here is the link again. What you do is to calculate the inverse matrix of the tile-space to screen-space transformation matrix. Check any basic geometry book which has a chapter about projections for details. |
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Feb 21 |
awarded | Nice Answer |
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Dec 8 |
awarded | Enlightened |
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Dec 7 |
awarded | Nice Answer |
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Dec 5 |
awarded | Nice Answer |
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Nov 16 |
answered | Boat passing under a bridge in a 2D tile based RTS |
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Nov 13 |
answered | How can I reflect a point with respect to the plane? |
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Nov 9 |
answered | If I project a sphere in 3D will it be a circle? |
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Nov 2 |
answered | How do I do random isometric paths? |
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Nov 2 |
revised |
How do I do random isometric paths? Added the image |
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Oct 31 |
comment |
Is there a multiplayer game engine where you can write the logic in any programming language? @georgek: Obviously it's been done before; IRC bots use exactly this method. Also obviously, there's nothing to learn from the concrete implementations as far as engine design goes. From the engine's point of view, those are just another set of (possibly specially privileged or restricted as far as some commands go, but you need this system anyway to distinguish between normal users, guests and admins at the very least) users. |
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Oct 30 |
answered | Is there a multiplayer game engine where you can write the logic in any programming language? |
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Oct 29 |
revised |
Custom Music in Skyrim's Creation Kit? Tagging with skyrim |
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Oct 29 |
revised |
Skyrim Creation Kit with Xbox 360 Tag changes: -programming (has nothing to do with that), +skyrim |
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Oct 29 |
comment |
Why do we move the world instead of the camera? Though while the camera doesn't exist as such, you can still calculate its position before the transformation. In some cases however (non-axis-aligned parallel projection) you'll end up with more than one of the usual coordinates "at infinity" (positive or negative), which is less useful than the transformation matrix. |
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Oct 26 |
comment |
Characteristics, what's the inverse of (x*(x+1))/2? @derivative: Variables are in italics. |
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Oct 26 |
comment |
Rotating multiple points at once in 2D @Deukalion ||v|| is the mathematical notation for "length of vector v". In other words, calculate (S-O) (a vector), sum the squares of its elements, then calculate the square root of the sum. |
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Oct 26 |
answered | Characteristics, what's the inverse of (x*(x+1))/2? |
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Oct 26 |
comment |
State changes in entities or components @GriffinHeart: I'd just implement whatever is needed to "build" the trap in the system associated with managing BuildControllerComponents. It already needs to process player character's (or camera's) viewpoint changes and key and mouse press events. |
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Oct 26 |
comment |
State changes in entities or components @Byte56: In general, you can query the associated components and its values. In practice, you often only need to know the relevant subset of the whole state, for example "Does this entity have BuildControllerComponent?" or "What is the position of this entity as recorded in its PositionComponent, if it has any?" - those you do by checking the component list for the ones you're interested in and optionally querying (some of) their values. |