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| visits | member for | 1 year, 3 months |
| seen | Oct 16 '12 at 22:18 | |
| stats | profile views | 24 |
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Feb 6 |
awarded | Yearling |
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Apr 7 |
revised |
Creating new games on Android and/or iPhone Rewrote question |
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Apr 7 |
suggested | suggested edit on Creating new games on Android and/or iPhone |
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Apr 7 |
awarded | Organizer |
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Apr 7 |
revised |
Creating new games on Android and/or iPhone edited tags |
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Mar 30 |
comment |
Balancing agressive invites Given how often role playing games have no roleplaying, and real time strategy games are about tactics not strategy, and adventures are about puzzles and not adventure, I would not be upset if a trading card game had limited trading. Although, I don't often play card games, so what do I know. |
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Mar 30 |
answered | Draw order in XNA |
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Mar 30 |
comment |
2D wave-like sprite movement XNA Glad to help! It may interest you to know that my answer was basically hacked together from the equations for a simple harmonic oscillator. For the second x/y case, though, I can't verify if real physical oscillators behave that way, but I don't think you would care about that. |
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Mar 29 |
answered | 2D wave-like sprite movement XNA |
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Mar 29 |
answered | Can I get enough experience to get an industry job just by reading books? |
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Mar 29 |
comment |
Circle to Circle collision, checking each circle against all others You have neglected to state what your actual problem is. Also, instead of comparing radii to distance, compare a.Radius*a.Radius + b.Radius*b.Radius > xValue*xValue + yValue*yValue. It is less work, both for you and the computer. |
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Mar 29 |
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Is there a (family of) monotonically non-decreasing noise function(s)? @JoeWreschnig I'm sure you are aware that the Perlin noise function blatantly violates several of your criteria. Firstly it passes through 0 at grid nodes so f(x+d)-f(x) is a constant multiple of d for some certain (regularly spaced) x. Additionally, because of that clever caching trick, it will repeat for large grids. For classic noise, I think the reference implementation is supposed to have grid tile (x, y) be identical to tile (x+256, y+256). You should state if this is acceptable, and to what extent. |
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Mar 29 |
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Is there a (family of) monotonically non-decreasing noise function(s)? When you say "To avoid various issues with accumulation errors" I thought you were worried about precision. It seems that, based on your many comments, you are concerned with the performance cost of excessively many evaluations. You should state exactly what performance and memory constraints we are subject to - the requirement is unhelpful anyway because one can seemingly construct functions with state which do not have accumulation errors (What does that mean, anyway?). Also, your 4th point is wrong. A trivial example: No derivative of e^x is constant, so it's not equivalent to saying that. |
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Mar 29 |
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Is there a (family of) monotonically non-decreasing noise function(s)? To add to my previous comment, here is an example implementation which is guaranteed to never increase: i.imgur.com/J9LSy.png I implemented it in Matlab. The seed is propagated to the function's internal random number generation (this one used a Mersenne twister). One problem is that the whole function is evaluated at every call. Another one is that it's really quite conservative with regard to the y=1-x line and this gets worse as N increases. |
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Mar 29 |
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Is there a (family of) monotonically non-decreasing noise function(s)? I agree with BlueRaja: There are well-known, easy-to-implement ways of smoothing without violating monotonicity, regardless of the example. For instance, moving average or drawing splines. However, @JoeWreschnig concern is not irrelevant. Game rules and mechanics may depend on objects never retreating to function - it is rarely a good idea to assume that things the asker doesn't really need what he says he needs. |
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Mar 29 |
revised |
Is there a (family of) monotonically non-decreasing noise function(s)? Added sample implementation. |
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Mar 29 |
revised |
Is there a (family of) monotonically non-decreasing noise function(s)? Clarified spline kind. |
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Mar 29 |
revised |
Is there a (family of) monotonically non-decreasing noise function(s)? The previous version mistakenly described a function which monotonically moves away from a point. It's the same thing (just flip along vertical) but yeah. |
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Mar 29 |
revised |
Is there a (family of) monotonically non-decreasing noise function(s)? The previous version mistakenly described a function which monotonically moves away from a point. It's the same thing (just flip along vertical) but yeah. |
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Mar 29 |
answered | Is there a (family of) monotonically non-decreasing noise function(s)? |