1,077 reputation
410
bio website fullylucid.com
location Utah
age 19
visits member for 3 years
seen Jul 14 at 18:28

To be updated >.<


Dec
8
awarded  Yearling
Dec
2
awarded  Nice Answer
Dec
8
awarded  Yearling
Dec
8
awarded  Yearling
Jul
24
awarded  Nice Answer
May
29
awarded  Necromancer
Mar
24
answered Passing an objects rotation down through its children
Mar
24
answered What C++ libraries can be used in game development
Feb
3
comment Can I dynamicaly modify 3D objects?
@JoshPetrie has a pretty important question. If you mean 3D model morphing, it's not nearly as simple as just changing the vertices specifically and modifying their values (which is trivial, if you know where, which vertex is in memory)
Jan
3
awarded  Nice Answer
Dec
29
comment How are 3D images drawn?
Once again, I've failed to get here before you can put a better answer than I ever could ;P.
Dec
29
answered Most common way to obtain textures for 3D models?
Dec
28
answered Public format for 2D animations
Dec
26
comment Creating a basic character skeleton from code
I especially second the last line :D. If you manage this stuff, you'd get any programming/design job you want.
Dec
26
comment How to implement “Flick” gesture for throwing an object in the 2D realm
@lurca has a good point about there being the subclass gestures, look into that first. I don't know much about it.
Dec
25
comment Exporting Blender bones
Thanks for this :P awesome to know.
Dec
25
comment How to implement “Flick” gesture for throwing an object in the 2D realm
Honestly this is the way I was going to recommend doing it as is. I'm pretty sure it's fine to do it that. But you should also do an over time sort of thing, (i.e) the milliseconds it takes to move it over a distance, should be how much force to apply, and the line from began to end is the (obviously) direction.
Dec
25
comment Player moving up, is he jumping or climbing?
This actually brings up a good point I was going to address later into my own games development, and that is how to change the speed of an animation based on the physics. I have characters that I want to flail their arms procedurally, faster based on how fast they're falling. And I hadn't ever thought of a good way to do it in depth (was thinking over time), but you're velocity idea is much better. +1 for a general usable answer, and not being specific to only his case.
Dec
25
answered Ragdoll on alive creatures: has somebody already implemented it?
Dec
24
comment Player moving up, is he jumping or climbing?
Simple e.g.: OnJump() change your jumping boolean to true, and then if you're in the air and jumping is false, then you're either falling or on a ladder, etc.