2,564 reputation
825
bio website
location Poland
age 25
visits member for 2 years, 10 months
seen Oct 8 at 2:02

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.
Jan
2
comment XNA C# Platformer - physics engine or tile based?
"For example: The classic Mario-style jump requires changing the gravity for the player at different stages of the jump - as well as directly setting the velocity in a few places." This isn't true at all. If you want variable jump heights, you can keep applying force to the character as long as the player holds the jump button. It doesn't require any hacks.
Jan
1
asked RK4 integration and Continuous Collision Detection
Dec
24
revised OpenGL ModelView matrix
added 868 characters in body
Dec
24
revised OpenGL ModelView matrix
added 868 characters in body