| 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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Nov 4 |
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Turning to face mouse perfect! for those following at home, to match my exact problem, my mouse normal is set as mouse_position(z,1,x); |
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Oct 11 |
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Finding cubes in frustum No, I get what happens with AABBoxes - however the solutions are tailored to finding objects that exist in floating point space, and work along the lines of "Is this object in this space" - rather than the inverse "Find all objects in this space" I didn't propose to do the "which-side" at all, rather I was thinking something similar to en.wikipedia.org/wiki/Bresenham's_line_algorithm start with the near plane, generate a unit surface, and then move along until I hit the far plane. Intuitively to me it made more sense to work with unitcubes if I could. |
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Oct 10 |
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Finding cubes in frustum My understanding is that a frustum was finite - a chopped pyramid. That is how I have a bounding box. Yes, it's a voxel terrain, I've chunked up the terrain into blocks (16^3) - and am looking for the best method to add blocks to the generation, and rendering queue. I can't conceptually grasp how you'd use octrees in infinite scenarios. |
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Sep 20 |
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PHP Browser Game Question - Pretty General Language Suitability and Approach Question Can we see an example of the database? |
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Sep 12 |
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What forms of non-interactive RPG battle systems exist? You load the game, enter your character name and minimize it. |
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Aug 31 |
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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. |
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Aug 3 |
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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. |
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Jul 25 |
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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. |
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Mar 27 |
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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 |
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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 |
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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 |
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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 |
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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 13 |
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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 5 |
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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 |
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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 |
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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 |
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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 |
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Starting off in game development Write more articles about Unity then :) |