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Feb
6
awarded  Yearling
Jan
8
revised What does a matrix represent?
added 2588 characters in body
Jan
8
answered What does a matrix represent?
Feb
6
awarded  Yearling
Apr
7
revised Creating new games on Android and/or iPhone
Rewrote question
Apr
7
suggested suggested edit on Creating new games on Android and/or iPhone
Apr
7
awarded  Organizer
Apr
7
revised Creating new games on Android and/or iPhone
edited tags
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.
Mar
30
answered Draw order in XNA
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.
Mar
29
answered 2D wave-like sprite movement XNA
Mar
29
answered Can I get enough experience to get an industry job just by reading books?
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.
Mar
29
comment 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.
Mar
29
comment 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.
Mar
29
comment 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.
Mar
29
comment 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.
Mar
29
revised Is there a (family of) monotonically non-decreasing noise function(s)?
Added sample implementation.
Mar
29
revised Is there a (family of) monotonically non-decreasing noise function(s)?
Clarified spline kind.