Reputation
1,370
Top tag
Next privilege 2,000 Rep.
Edit questions and answers
Badges
5 13
Newest
 Yearling
Impact
~30k people reached

Jan
24
answered Convert “analog stick radians” into “normal radians / degrees”
Oct
20
comment Simple Diminishing Return with Cap
@Yakk: Exactly my point; these formulae tie into the rest of your game design, and the archer is a good example. Maybe killing enemies before they reach you is highly satisfying, maybe it's very boring. That affects what your leveling system should look like.
Oct
20
comment Simple Diminishing Return with Cap
This is a good starting point and the mathematics are explained well, but keep in mind you can't just pick a function that looks good; this problem requires careful consideration and lots of tweaking. For example, one of the downsides of this method is its discouragement of specialisation. If all of the five stats are equally viable, points spent on the least developed one will be the most valuable (and the most developed one the least). The ideal build would be an equal distribution of points, which makes the player's choice on how to spend them less interesting.
Sep
14
comment Is there a practical reason for saving game data in %UserProfile%\Documents instead of %AppData%?
I'll use any excuse to tell people they need to be making backups, and I like consistency too, but the application data directory is not a 'weird place' to store application data, the documents folder is. Storing files where they don't belong makes it much harder for me to manage my backups.
Jun
8
answered How do I integrate drag over distance?
Jun
7
comment How should I license my game so others may not distribute copies?
"Technically, they don't even have the right to use your software." This is incorrect, even in jurisdictions where EULAs are enforceable. Copyright grants the author of a work an exclusive right to make and publish copies, but not to use, read, view, listen to, etc. This end-users are already allowed to do without a licence.
Apr
27
comment How to detect and prevent abuse (botting) of online game API?
"automation [...] is poison to a game which is about fun." Strongly disagree. If your game is truly about fun, why penalise players for skipping parts where they're not having any? If elements from your game are so tedious that players prefer not to play and feel the desire to have a script take over, that's the real problem to be addressed.
Apr
9
comment How can I quantify a drawn line's straightness?
This is the most sensible definition of straightness.
Mar
16
awarded  Yearling
Mar
11
comment Are references to other games considered an infringement of copyright?
"Ask a lawyer" has become a standard phrase for all legal issues and appears in many instances where this advice will not be adopted. People aren't stubborn, but answering incidental and trivial law questions is neither a lawyer's actual job, nor worth his salary unless the stakes are high. Yes, you can be sued for getting it wrong, but you might not be, you can be anyway and it's not necessarily worse than bad work advice getting you fired, bad cooking advice making you sick, bad relationship advice getting you divorced... We shouldn't tell people to consult a lawyer when they should not.
Feb
27
reviewed Reviewed Problem with 2D matrix transform og shapes
Feb
27
reviewed Reviewed Collision detection between axis-aligned bounding box and bitmap (pixel perfect) terrain
Feb
27
reviewed No Action Needed AndEngine Scoreloop - java.lang.IllegalStateException: you are not calling from the main thread context
Feb
27
reviewed No Action Needed How do I show a small sprite being dragged by touch?
Feb
27
reviewed No Action Needed Isometric staggered multi tile buildings
Feb
13
comment How to implement accurate frame-rate-independent physics?
@1337: The interaction potential is not relevant here. Calculate the acceleration a(t+Δt) as you would normally. If the acceleration depends on the current position, use x(t+Δt) for that instead of x(t). E.g., if the object collides between t and t+Δt, you first update the position with the velocity before collision, but you then update the velocity with the acceleration after collision.
Feb
13
comment How to implement accurate frame-rate-independent physics?
@1337: Euler assumes that for the duration of the past Δt, the object has been moving at the new velocity. Verlet assumes that during the last Δt, the velocity has gradually changed to the new value and takes the average velocity to be the midpoint between the new and the previous velocity. Example implementation.
Feb
13
comment How do I prevent memory-modification cheats?
If I had to implement this form of cheat prevention, I would be sincerely disappointed if hackers caught on to my evil scheme and just gave up. That would mean I've wasted nobody's time but my own.
Feb
13
revised How to implement accurate frame-rate-independent physics?
added 579 characters in body
Feb
13
answered How to implement accurate frame-rate-independent physics?