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  • 0 posts edited
  • 7 helpful flags
  • 157 votes cast
Jan
19
comment Canvas animation drops to 30fps every 3-4 seconds
@DanielSunYang The demo you linked had a massive memory leak, i sincerely doubt that Chrome's the issue here. I'm just saying, if all you did was restart Chrome then your problem is not fixed.
Jan
19
comment OpenGL vs DirectX difference from Graphics card perspective?
@SRN It does in backwards compatibility mode. OpenGL 3.3 works on cards released before 2010 as well. If you want to use new features then of course it won't work.
Jan
19
revised Canvas animation drops to 30fps every 3-4 seconds
deleted 63 characters in body
Jan
19
answered OpenGL vs DirectX difference from Graphics card perspective?
Jan
19
answered Canvas animation drops to 30fps every 3-4 seconds
Jan
16
awarded  Nice Answer
Jan
15
comment Tongue pull effect
What do you want exactly? The physics of it, drawing an infinite, high quality tongue, ... ?
Jan
7
comment XNA C# Platformer - physics engine or tile based?
Cheers. Thanks.
Jan
7
comment XNA C# Platformer - physics engine or tile based?
@AndrewRussell I've not "turned it into" anything, this is what i was talking about from the beginning. It's not silly. We use words to communicate on this site, the semantics matter if you're trying to get a point across. Again, it'd be nice if you'd edit the answer, the latter two examples have some actual merit.
Jan
7
awarded  Yearling
Jan
6
revised Friction due to gravity in an impulse based physics engine
added 66 characters in body
Jan
6
revised Friction due to gravity in an impulse based physics engine
added 11 characters in body
Jan
6
revised Friction due to gravity in an impulse based physics engine
added 11 characters in body
Jan
6
asked Friction due to gravity in an impulse based physics engine
Jan
6
comment XNA C# Platformer - physics engine or tile based?
It's not about whether you achieve the jump by changing gravity, or by using a force. Both are possible solutions. The issue is that you base your whole point of "a physics engine is not a platformer engine" on "The classic Mario-style jump requires changing the gravity". Saying "requires" is wrong. The Mario style jump doesn't require changing the gravity. It can be achieved by doing so, but it's not a requirement. A classic platformer can be very well implemented by using a regular physics engine, it doesn't require hacking, just adjusting. You're wrong and your answer is misleading.
Jan
4
comment XNA C# Platformer - physics engine or tile based?
It's not pointless or irrelevant. You were wrong by saying that the Mario jump requires changing gravity. It doesn't. I'd suggest an edit, but you'd only get more angry.
Jan
4
comment XNA C# Platformer - physics engine or tile based?
Call it a nitpick then. I know what game feel is, i know that game developers cheat. Building a physics engine requires plenty of cheating in the first place.
Jan
4
awarded  Enlightened
Jan
4
awarded  Nice Answer
Jan
3
comment XNA C# Platformer - physics engine or tile based?
Gravity is just a force. It can be counteracted by another force. Velocity can be directly affected by impulses. Doesn't matter how sophisticated the jump is, it doesn't require hacking the physics engine.