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visits member for 2 years, 8 months
seen Feb 23 at 4:34

Jul
2
awarded  Curious
Nov
26
awarded  Popular Question
Oct
17
awarded  Yearling
Feb
11
comment Oriented Bounding Box - How to?
Makes sense, thank you. I'll have to go about implementing Matrices now, or at least multiplication via arrays of vectors. To clarify, whenever I set the rotation (say to 1.3 rads), I clean out u, set it to an identity, then apply a rotation of 1.3 rads to it, right?
Feb
11
accepted Oriented Bounding Box - How to?
Feb
9
asked Oriented Bounding Box - How to?
Jan
12
accepted Confusing with an articles wording on Clamping a Vector2
Jan
12
asked Confusing with an articles wording on Clamping a Vector2
Dec
30
comment Min/Max of two vectors?
Thanks, I did look at the documentation first, but it was still unclear what it did from that description. To me, at least.
Dec
29
accepted Min/Max of two vectors?
Dec
29
comment Min/Max of two vectors?
That's nuts. It could be a new vector, not one of the old vectors. See now im more confused about this damned collision detection junk!
Dec
29
asked Min/Max of two vectors?
Nov
26
comment Component based design, but components rely on each other
This system works well for me, thank you! I haven't played much with the message system. I think what i'll try instead is the Interface system. I create a class, IInput, and have the MovementComponent inherit from IInput, register with the Input Controller, and pass messages like that. Thank you!
Nov
26
accepted Component based design, but components rely on each other
Nov
26
asked Component based design, but components rely on each other
Mar
25
awarded  Supporter
Mar
25
accepted Passing an objects rotation down through its children
Mar
24
asked Passing an objects rotation down through its children
Mar
21
awarded  Scholar
Mar
21
accepted Loading SpriteFont through a different class than Game.cs