1,008 reputation
413
bio website
location Sheffield, United Kingdom
age 25
visits member for 2 years, 1 month
seen Mar 10 at 11:37

Mar
15
awarded  Yearling
Nov
13
awarded  Popular Question
May
6
awarded  Enlightened
May
6
awarded  Nice Answer
Mar
15
awarded  Yearling
Oct
3
awarded  Nice Answer
Sep
13
comment HTML5 game obfuscation
Also, why would you want to?
Jul
23
comment Best way to design a negotiation deal?
Cheers @Zardon! Having quantities malleable probably makes more sense when buying bulk items, although of course the principle can simply be scaled up by using price per unit instead of transaction price.
Jul
22
answered Best way to design a negotiation deal?
Jun
28
comment Algorithm for creating spheres?
Why don't you look at how existing open source implementations do it? have a look at how Three.js does it using meshes, for example.
Jun
26
comment Physics engine that can handle multiple attractors?
Cheers @YuriAlbuquerque that's quite an interesting lead. I'm planning to do the physics server-side and the rendering client--side, so I'll have to check whether it's suitable, but that sounds good.
Jun
26
comment Physics engine that can handle multiple attractors?
For examples of stable orbits, have a look at this (uses Verlet)
Jun
26
comment Physics engine that can handle multiple attractors?
The way to get stable orbits, for the record, is to make symmetrical systems. Also, the timescales for instability are much longer than the length of an average game would be. (unstable over 100s to 1000s of planetary orbits, while the game would not last longer than 4/5)
Jun
26
comment Physics engine that can handle multiple attractors?
It's a fair suggestion to pre compute the paths, but I'd like to dynamically generate the systems on the fly, and also, the planets are not really what I'm worried about. I actually want the ships to be affected by gravity, and since these will be under player control, can't pre compute the paths.
Jun
26
comment Physics engine that can handle multiple attractors?
Actually, w.r.t the N-body problem, you can get stable orbits. It depends on your method of integration. I've managed stable orbits with both verlet and RK4.
Jun
23
comment What is a normalized Vector?
Have a look at this answer to a previous question.
Jun
14
comment How do I approach large companies if I have a killer mobile game idea?
@SteveH Game design is actually the hardest part, methinks. Programming is fairly easy compared to making a great game. No one remembers a game with beautiful, elegant code. They remember the gameplay, and the fun they had, which is all down to the game designer. It's certainly easier to teach coding to a game designer than it is to teach game design to a programmer. Hence why I'd consider programming 'easy'. You're probably right that I underestimate the difficulty though, I probably have strong confirmation bias due to my training, job and the city I live in.
Jun
12
comment How do I approach large companies if I have a killer mobile game idea?
It might be a really interesting company that has a dev team and that designers pitch to for collaboration on single projects. Hmmm. Interesting...
Jun
12
comment How do I approach large companies if I have a killer mobile game idea?
Actually, game publishers do accept ideas before they're finished and pay advances for putting them together (I know of someone personally who was paid in advance for an indie game). And publishers also have the same relationship with bigger development studios. For example, Firefly studios and Take2 Interactive. I wonder if an independent game designer could pair with a dev studio and pitch to a publisher. Dev studios might be receptive. Perhaps they're just developing their own ideas.
Jun
12
revised How do I approach large companies if I have a killer mobile game idea?
added 57 characters in body