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visits member for 2 years, 9 months
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Dec
19
answered Trajectory of a spinning ball
Sep
28
comment How do I maintain game balance while promoting interaction between dead and alive players?
Depending on how much a player has invested in the game, he may or may not be interested in the outcome of the match. If he's not, what are you hoping to achieve by encouraging them to stick around rather than start a new game?
Sep
25
comment Finding a vector perpendicular to a current vector
Hint: rotate the vector 90° around the vertical axis.
Sep
1
comment Balancing Attack to Defense in a text based RPG
Not an anwser, but quick coding advice: you're using a lot of bogus variables here. The top four lines could also be written: $power = $baseAttack * rand(3.6, 4.4).
Apr
3
comment Why don't all games permit changing the field of view?
Surely the advantage is not unfair if the competition has a FOV slider as well.
Mar
16
awarded  Yearling
Feb
13
comment Is there a benefit to applying forces to my camera?
@Almo: I'm not sure I understand. With or without forces, you can move the camera around in exactly the same way. Why would one feel more natural than the other?
Feb
13
answered Is there a benefit to applying forces to my camera?
Feb
6
comment How does this formula for generating water waves work?
@NeeL: Wolfram Mathematica. I've appended the code used to generate these animations.
Feb
6
revised How does this formula for generating water waves work?
Added Mathematica code
Feb
4
revised Shooting the bullet out of the gun instead of the camera, yet keeping it accurate with respect to the reticle
Cleaned up title
Feb
4
comment Area of surface contained in pixel
The last paragraph is incorrect. Viewing a texture from an oblique angle makes it appear smaller, i.e. the same surface is rendered in fewer pixels. The area covered by a single pixel increases. Multiplication by cos(theta) reflects the opposite.
Feb
4
suggested approved edit on Shooting the bullet out of the gun instead of the camera, yet keeping it accurate with respect to the reticle
Feb
4
answered How does this formula for generating water waves work?
Jan
31
comment Why are there so few games compiled for 64-bit processors?
You're right about the last paragraph. It's perfectly possible to build both a 32-bits and a 64-bits version and have the game run the appropriate one. It's not very common, but many games already do exactly that.
Jan
27
answered How should I implement basic spaceship physics?
Jan
16
answered How can I compute the movement of an object along a parabola?
Dec
24
comment Why are radians preferred over degrees in game development?
An angle of 1 degree may be easier to represent accurately in degrees than in radians, rotating an object isn't exact either way, as it requires trigonometrical functions. cos 1° is as much subject to rounding errors as pi/180.
Nov
22
comment How do I scale up pixel art without blur in GM Studio?
Does anyone else think the blurred background looks a lot better?
Nov
20
comment Using forces to reach a specific velocity
I have to side with Almo. The question is fairly basic, but it has as much to do with physics as with game development, so I think it's important to get the physics right. While I can live with 'speed' and 'velocity' being used interchangeably, this page features so many erroneous terms -- massless is interpreted as m=1 and apparently, force, impulse, acceleration and velocity are all the same thing -- it will spark confusion among visitors with a limited background in physics. It certainly won't help people write anything better than barely serviceable code.