| bio | website | cgsociety.org |
|---|---|---|
| location | Adelaide, Australia | |
| age | 35 | |
| visits | member for | 1 year, 3 months |
| seen | May 10 at 5:31 | |
| stats | profile views | 22 |
Sysadmin / Developer at http://www.cgsociety.org
Primary interests in python / games / foss Google, and crowd sourcing
Eternal misanthrope :D
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Jun 19 |
awarded | Revival |
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Apr 16 |
answered | Visually coding rpg dialog trees |
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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 ;) |
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Mar 26 |
awarded | Commentator |
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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. |
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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 :) |
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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. |
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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. |
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Mar 14 |
answered | What version of OpenGL should I code for, given compatibility and performance considerations? |
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Mar 14 |
answered | Random movement |
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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. |
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Mar 10 |
answered | 3D Procedural Planet Generation |
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Mar 10 |
answered | Collision Detection doesnt work because some things move more than 1px at a time |
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Mar 6 |
answered | Keyboard shortcuts in RTS game |
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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} |
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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 |
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Mar 4 |
comment |
Player choices affecting a massive online world Something on top of a Dwarf Fortress style game-world would be good. Make the world persistent, if someone kills a shop-keep, no one can shop there until someone takes their place. Don't split the player-base at all. Make all choices effect everyone, the balance would be hard to get right, and you'd need to have measures to prevent griefing. |
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Mar 4 |
answered | Optimum Screen Resolutions |
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Mar 4 |
comment |
Doing an SNES Mode 7 (affine transform) effect in pygame there seems to be equations here: en.wikipedia.org/wiki/Mode_7 Although, these days we have 3D acceleration, things like Mode 7, or the whacky way doom worked are more of a curiosity than a solution. |
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Mar 3 |
comment |
Starting off in game development Write more articles about Unity then :) |