704 reputation
310
bio website cgsociety.org
location Adelaide, Australia
age 36
visits member for 2 years, 2 months
seen Apr 17 at 4:50
Sysadmin / Developer at http://www.cgsociety.org Primary interests in python / games / foss Google, and crowd sourcing Eternal misanthrope :D

Aug
31
comment Creating a navmesh from a voxel terrain
This implementation does - but you could build a nav-mesh in a similar fashion - off the top of my head, the marching squares algorithm will do the work for you - see my edit.
Aug
29
answered Creating a navmesh from a voxel terrain
Aug
3
comment Texturing voxel faces separately
Do you have access to the UV's? Unless I'm misunderstanding this a texture-map and modified UV's will do this for you.
Jul
25
comment Is it possible to make a text based game and filter bad stuff?
Challenge accepted, I can be just as filthy with words censored as without. In fact, probably more-so.
Jun
19
awarded  Revival
Apr
16
answered Visually coding rpg dialog trees
Mar
27
comment Why are textures always square powers of two? What if they aren't?
True, but a large amount of powers of 2 are divisible by 8 ;)
Mar
26
awarded  Commentator
Mar
26
comment Why are textures always square powers of two? What if they aren't?
I'm having a hard time finding a citation, but I have read previously that JPEG images should be at multiples of 8 for maximum efficiency, as anything outside of that still requires an 8x8 block.
Mar
15
comment Why use random numbers when it comes to rewards and stats?
However I agree with the loot drops - there is no game-play reason to randomise gold drops, I think it's mostly for flavour; There'd have to be some impressive back-story as to why kobolds all carry exactly 53 Gold coins :)
Mar
15
comment Why use random numbers when it comes to rewards and stats?
I submit that frequent random damage DOES matter, even if it's small. Warcraft demonstrates this better than Diablo, but the same rule would apply there. All things being equal, when two units of the same type fight, without random damage, the instigator will always win. With random damage, there's a risk in attacking unless you possess the upper-hand. The same could be said in Diablo, not for the majority of the fight, but when you're on your last legs, "rolling" high may just save your life.
Mar
14
comment What version of OpenGL should I code for, given compatibility and performance considerations?
Yeah - I didn't see anything about OpenGL - but you can get it from the card models, or indeed, I believe there would be a fair amount of correlation between DirectX versions and OpenGL.
Mar
14
answered What version of OpenGL should I code for, given compatibility and performance considerations?
Mar
14
answered Random movement
Mar
13
comment Set Checkpoints vs. Player Saves
If you have checkpoints please, please, please place them after cut-scenes / large dialogues / other things that will frustrate the player.
Mar
10
answered 3D Procedural Planet Generation
Mar
10
answered Collision Detection doesnt work because some things move more than 1px at a time
Mar
6
answered Keyboard shortcuts in RTS game
Mar
5
comment Loading and unloading “chunks” of tiles in a 2d tile engine with 2d camera
why not use a dictionary with the x,y (and z if you're that way inclined) coords as your key? like: {'0:0': chunk0, '1024:0':chunk1}
Mar
5
comment A game engine like unity but for 2d
I suppose it depends on your background, if you're already a 3D person, 2D is pretty much the same deal - check this out: youtube.com/watch?v=eUVSjoT2ORA