2,564 reputation
825
bio website
location Poland
age 25
visits member for 2 years, 9 months
seen Oct 8 at 2:02

Sep
24
awarded  Autobiographer
Sep
23
awarded  Notable Question
Aug
12
comment Water silhouette shader using GLSL
you want the effect to be permanent on the object you're sinking? you dip it then take it out and it's supposed to be "wet"?
Jul
29
reviewed Reject suggested edit on Why does this geometry shader slow down my program so much?
Jul
2
awarded  Curious
Jun
24
awarded  Custodian
Jun
22
comment Immediate GUI - yae or nay?
Configuring the layout by an artist requires an editor no matter if you're using retained or immediate GUI. This point is completely invalid. Mixing logic and presentation is THE reason you use immediate mode GUI, that's not a flaw, it's what you want, as opposed to the mess that is retained more GUI. You don't even understand that much. The configuration doesn't require globals or extra arguments if the API is well designed. Every downside you mention is solvable in a clean matter. Most importantly though, you're writing a game UI, not Photoshop.
Jun
2
comment What are the reasons for MMOs to have level caps?
Levels are just an arbitrary way of gating content and since in theme-park MMOs content eventually ends, so does leveling up.
Feb
22
comment Should I use a engine when building a snake game?
Engine NO. Multimedia library YES. A multimedia library will solve issues you shouldn't have to worry about like rendering, playing sound and reading input, but it won't solve issues you absolutely should have to worry about like the game loop, user interface or collision detection. You're doing this to learn how to make games, not how to use a piece of third-party software.
Jan
7
awarded  Yearling
Jan
1
revised How can I get the force of a collision in Love2D?
deleted 70 characters in body
Jan
1
revised How can I get the force of a collision in Love2D?
added 343 characters in body
Jan
1
answered How can I get the force of a collision in Love2D?
Nov
27
awarded  Popular Question
Nov
15
answered Console vulnerabilities in javascript-based game
Oct
26
comment Node.js Lockstep Multiplayer Architecture
This is off topic. Socket.io is convenient to use, but it inflates packets like crazy to achieve that, better to use a more low level solution like github.com/Worlize/WebSocket-Node Read up buildnewgames.com/optimizing-websockets-bandwidth and blog.lightstreamer.com/2013/10/… if you want to learn more
Oct
24
comment Do you need to make a tileset for a platformer?
It's not about the time, it's about imposing a fixed set of rules for your game world that, at the same time, are robust enough for most titles. It makes calculations much easier, it's much easier to determine the exact level structure around an entity. With random geometries, you'll have to do ray/etc. queries to get an approximation of what's around and since these are just approximations, you'll still need to impose some set of rules for the level designer. I wish you the best, but it's likely that few months down the road you'll wish you stuck with tiles, lots of people have been there.
Oct
24
comment Do you need to make a tileset for a platformer?
i'd advise you to use tiles unless you have a serious gameplay or artistic reason not to do so. tiles make editing levels easy, it's easy to implement smooth movement with them, they're great if you want to procedurally generate or destroy things and they make programming AI so much more easier than if you'd use random geometry. if you want to place random sprites, nothing's stopping you, you still can do that while using tiles. just try to understand that tile based level design will make your life much easier and give you more control over your game.
Oct
21
comment Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?
most physics engines treat boxes the same way as polygons, the better ones provide functions for creating regular shapes like createPentagonVertices or createBoxVertices. to answer your question, i'd say you shouldn't concern yourself with this. treating boxes as polygons means less branching, less clutter in the code and less code to maintain. Also with this approach it's easier to do things like debug rendering and other things that require vertex information. you'll still need a separate collider for circles, of course.
Oct
16
awarded  Notable Question