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visits member for 2 years, 2 months
seen Dec 4 '13 at 20:41

Aug
12
comment How to represent projectiles in video game?
Technically, a ray is a start point and a direction. This can be determined WITH a start point and another point, but this is not part of its definition. By definition, rays are infinite, and have no end point.
Feb
1
awarded  Yearling
Aug
7
comment Why four buttons rather than two?
I can't imagine playing Mega Man X with 2 buttons or 6 (in the right-hand thumb location). My thumb is on Y at all times to charge the blaster, and resting on A or B in preparation to Dash or Jump. I don't think I can reliably push more buttons without having to move my thumb.
Jul
31
comment Book on designing game architecture?
Everything becoming "hardcoded" isn't necessarily a bad sign -- you may just be following YAGNI/KISS. Adding new features can mean having to refactor your code. That being said, it's always a good idea to plan and design the game first, so that you don't have to rewrite too much.
Jul
26
awarded  Citizen Patrol
Jul
25
answered What data should a generic collision detection system gather?
Jul
20
answered How to balance damage dealt by opponents in a strategy game?
Jul
17
answered What would be the problems with using a singleton design pattern for my engine?
Jun
13
awarded  Teacher
Jun
12
answered Solving 2D Collision Detection Issues with Relative Velocities
May
31
comment a simple 2D rectangle collision algorithm that also determines which sides that the rectangles collide?
Are you using discrete or continuous position updates? (are you updating your velocity by the acceleration once every frame and then calculating the position, or using a function to extrapolate the position)
Apr
2
awarded  Supporter