1,530 reputation
1923
bio website liquidfyre.com
location Illinois
age 27
visits member for 4 years, 2 months
seen Sep 17 at 15:45
I enjoy writing games to improve my coding skills. I also make Facebook games as a hobby.

Jun
26
comment Obstacle Avoidance With Walls in C#
So if I'm reading this right, LocalPos is the wall's position relative to the player. But then you say the Y value is 120. If the wall is 120 units away from the player and the bound is only 25, why are you expecting it to detect a possible collision?
Jul
6
comment Separating logic and data in browser game
CombatantData doesn't really duplicate entity data, it includes state of the entity in combat, like current health and any status effects on it.
May
12
comment Game states affecting each other's objects
There are other cutscenes like the intro scenes with text, music, and animation; are you saying this is a totally different type of cutscene and they should be considered separate?
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.
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
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.
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
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.
May
13
comment Do any games have this type of mechanic?
To be clear (not sure if it was misinterpreted or not) only the combat area would be affected. The rest of the interface, menus and such, would stay normal. You're right, it would suck if a blind spell meant you couldn't read any information.
May
13
comment Do any games have this type of mechanic?
Very good point, we never got that far.
Apr
5
comment Correct order of operations in a platformer game loop
Right, it works fine. You just have to remember it every time you create such a platform.
Apr
5
comment Correct order of operations in a platformer game loop
well the one way I've got it to work so far, I used a hitbox to communicate between the two. So it seems at the moment that there's no simple solution that doesn't create at least a small other object in each case.
Apr
4
comment Correct order of operations in a platformer game loop
Thanks. I think that's a novel approach. The game entities are defined externally, and the biggest reason I wanted it to work without some kind of special connection between them is so that any other falling platforms don't need the same special treatment in order to work. But maybe I can use this type of approach to make it easier to make such platforms.
Apr
3
comment Correct order of operations in a platformer game loop
That article seems to be entirely about how to make the game loop time correctly with the hardware speed. But your suggestion seems to suggest my order is correct. The way you have it I think the problem would still exist. I think I have to do some kind of magic binding the two together.
Apr
3
comment Correct order of operations in a platformer game loop
@Blecki - That may or may not work for me - my system is customizable, so it would be a pretty generic change. Anyway, I'm still interested if anyone knows the "correct" game loop ordering.
Feb
25
comment How to implement behavior in a component-based game architecture?
@ghostonline That works fine for the things that have fixed rules like "can't walk while swinging" but what about transitions between stand and walk? If standing is in control, how will it know to try walking? The standing logic may want to choose either walk or swing, which is affected by the total absence of a walking ability - it should always choose to swing in that case. But I do think you're on the right track.