269 reputation
14
bio website
location Netherlands
age 40
visits member for 2 years, 6 months
seen Jul 15 at 7:43

Jul
7
comment Dealing with multiple licenses
The first line would be better stated as "You must follow at least one of the licenses."
Jul
3
awarded  Critic
Jul
3
comment Does allocating and freeing a huge chunk of memory at startup “clean up memory”?
"Malloc has a long linked list of available blocks of memory called the free chain. When you call malloc, it walks the free chain to find a block of memory that's big enough for your request.". You're describing one possible implementation, but not a modern one. For instance, any modern implementation has optimized paths for 4, 8 and 16 byte allocations, and another for large (e.g. >4kB) allocations. A single free chain performs horribly.
Jun
30
comment which quarter of a triangle the point is in
Way overkill. You don't need a length-preserving rotation, so using (a=x+y, b=x-y) transform works well enough. Matrix transforms are useful in the general case, but they're rarely efficient in specific cases.
Jun
30
answered Reducing APK File Size by using JPG instead of PNG for game background images
Jun
19
comment How can I encourage players to “talk to” to each other in team-based games?
@Bobson: That's not specific to games, and I know there's successful academic work done to deal with such actors in collaborative settings. I'm not up to date, though. Could be interesting Q for CognitiveSciences.SE
Feb
6
comment What does “non commercial use” mean in terms of game assets?
@5ound: You can always get sued. Courts don't reject lawsuits up front. But the idea that "presenting a dialog" is sufficient to alter contract terms is truly ridiculous. Imagine buying a car and being presented with a dialog that you still need to pay an extra $1000 to carry more than one passenger. Do you pay because Ford might sue you?
Feb
4
answered What does “non commercial use” mean in terms of game assets?
Jan
24
comment How can I compute the shortest path in Euclidean environments with non-convex polygons?
Note that unless your start point, end point or another polygon lies in the space between a non-convex polygon and its convex hull, you can replace the non-convex polygon by its complex hull. Easy to see by just drawing a non-convex polygon and its convex hull, then considering which shortest paths go through the difference.
Jan
24
comment How to optimize the distance function?
Note that floating-point multiplications are not very efficient. That's why the other approximation uses 1007/1024 (which will be implemented as integer multiplication followed by bit shift).
Jan
13
comment How can I notify my AI systems that a target has died?
"resort to using smart pointers" - many experts would say "resort to dumb pointers" instead. This takes nothing more than std::weak_ptr.
Sep
20
comment How to implement a shotgun in a game?
The better implementation is just as easy. The first approach requires two random angles (horizontal and vertical), as does the second (off-axis [0, +5°] and rotation along axis [0, 360°])
Aug
12
comment What is physically correct lighting all about?
@Blindy: I'll search for references, but the basic reason is that you need to count possible paths. A path that scatters an beam incoming at -10° to 20° is counted once. But the same path that scatters back a beam incoming at -10° back to the same -10° can also be traversed in the opposite direction. This path therefore counts twice. This wasn't noticed before because that beam goes straight back to the source. You need to but a beam splitter in the path.
Aug
12
comment What is physically correct lighting all about?
I'm indeed using the term not in the marketing sense, where it often means "prettier than last year" or at best "somewhat closer to reality as last year". Nor do I imply infinite bounces. Even reality doesn't have that, photons are quantisized. With each reflection, intensity falls exponentially, so you soon get to the point where additional contributions are physically negligible. But game engines, with finite compute resources and real-time render limitations may take further shortcuts. That's not the only lighting in game development - many things are pre-rendered.
Aug
12
comment What is physically correct lighting all about?
@danijar: Re-read what I say, in particular the ... assuming that reality ... Your "real word values" and "measuring" may be physically correct inputs , but are not useful if the engine isn't physically correct itself. In particular, your point of "photographed textures" matches what I say about "textured the same as reality".
Aug
12
answered What is physically correct lighting all about?
Aug
9
comment Why do loot drops contain (mostly) useless items?
World of Warcraft shows another solution to the same problem: drop loot that is useful only to some party members. You still have the tension/excitement - will the loot be useful for me? - but the downer is now that a good item goes to someone else. That's even more reinforcing: "There are really good items to be had. Next time it could be me"
Jul
18
comment Why do games seemingly reload the entire level when restarting a level?
The question isn't black&white. How much state is reloaded? Plenty of games reload entire texture sets for no good reason. Sure, going from level 5 to level 6 may mean loading new textures, but that doesn't mean you should do that every time you (re)start level 6.
Jul
18
awarded  Yearling
Jul
18
comment Do I need to ask Microsoft for permission to use their products logo?
@ZanLynx: nominative use is a fair use defense.