1,530 reputation
1923
bio website liquidfyre.com
location Illinois
age 27
visits member for 4 years, 3 months
seen Sep 23 at 21:03
I enjoy writing games to improve my coding skills. I also make Facebook games as a hobby.

May
12
asked Game states affecting each other's objects
May
11
comment Feasible 4D first person gameplay
I could imagine running down a hallway at a 45 degree angle in the X-W plane, so as you move the walls go with you. Sounds interesting.
May
11
comment Feasible 4D first person gameplay
Should I stick to using cross sections instead of projections? And by rotating off axis, do you mean that normal XYZ movement can also move in W because you aren't orthogonal to the W axis?
May
11
comment Feasible 4D first person gameplay
@Tim Good idea, but it'll have to wait a bit for me to get home and put it together.
May
11
comment Feasible 4D first person gameplay
Interestingly enough, I've made demos of "free 3D space" spaceship games where you aren't confined by a notion of "up". It is indeed disorienting.
May
11
comment Feasible 4D first person gameplay
@Joe made an edit to attempt to clarify. The question was at the end, asking what is a feasible approach that isn't too confusing, and what has been done successfully before. Seems I'm notoriously bad on SE at writing non-technical questions.
May
11
revised Feasible 4D first person gameplay
shorten and remove cruft, clarify question
May
11
asked Feasible 4D first person gameplay
Apr
6
awarded  Good Question
Mar
25
comment How can I design good continuous (seamless) tiles?
there's another good article about this subject here: gas13.ru/v3/tutorials/sywtbapa_obliterating_grid.php
Feb
4
awarded  Popular Question
Jan
30
awarded  Taxonomist
Nov
28
awarded  Self-Learner
Aug
23
comment How to get object to lose less velocity as its speed increases
This should be accepted - it's correct, realistic, easy to implement, and will handle all cases of object and block mass and velocity.
Jul
27
awarded  Populist
Jul
15
awarded  Yearling
May
25
comment Multiplayer FPS server side performance
Yeah I'm adding line of sight checking right now. Actually the gains were minimal, from 45 ms for 25 players, down to 35 ms. But there may be some extra overhead for using individual send commands instead of broadcast. And I do only send messages on input. But you're right, there may be a way to not have to tick at all, only when input is received.
May
25
awarded  Editor
May
25
revised Multiplayer FPS server side performance
added 989 characters in body
May
24
comment Multiplayer FPS server side performance
I should have said tick rate instead of frame rate. Of course nothing renders on the server. I mean the interval at which it processes the commands in the game loop. Also a few answers suggest that you can give things like collision detection to the client, as long as you do random verifications every few seconds. Someone said it weeds out cheaters rather quickly.