| bio | website | |
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| location | ||
| age | ||
| visits | member for | 1 year, 2 months |
| seen | 6 hours ago | |
| stats | profile views | 96 |
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22h |
comment |
Can you use a struct instead of an array to hold vertices in directx? Yes it can. I'd advise learning more about programming simple things before trying to program complex things like games. |
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2d |
answered | Questions about the details of implementing a component-based entity system |
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May 13 |
revised |
How to define areas filled with water? added 336 characters in body |
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May 13 |
answered | How to define areas filled with water? |
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May 10 |
revised |
Separate classes communication added 48 characters in body |
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May 10 |
comment |
Separate classes communication You're right. I completely overlooked that. |
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May 10 |
revised |
Separate classes communication added 18 characters in body |
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May 9 |
answered | Separate classes communication |
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May 6 |
comment |
Decal implementation When drawing decals, you could always set the depth buffer comparison function to less-than-or-equal rather than less-than so decals are always drawn just on top of the surface they are affecting. |
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May 5 |
comment |
Alternates to scratch damage to solve combat deadlocking I was going to suggest giving every weapon bludgeoning damage that cannot be blocked by armor. Swords and daggers would have small bludgeoning capacity, but axes and maces would be very effective. |
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May 4 |
comment |
best structure to handle entities in an entity component based game engine +1. Tiles should not be shoehorned into an ECS. |
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Apr 29 |
revised |
Entity Component Model - Creating The Component “Watcher” added 20 characters in body; added 142 characters in body; added 11 characters in body |
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Apr 29 |
answered | Entity Component Model - Creating The Component “Watcher” |
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Apr 26 |
asked | Implementing time slowdown in a multiplayer game |
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Apr 25 |
awarded | Citizen Patrol |
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Apr 25 |
comment |
A* path finding for road network - data structure to represent directivity Not really. If each node contains its position, the algorithm should easily be able to calculate the distance between two adjacent nodes. However, if the cost is non-trivial, such as terrain cost, that should be stored in each node or in dedicated edge structures. |
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Apr 25 |
awarded | Enlightened |
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Apr 25 |
awarded | Nice Answer |
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Apr 25 |
answered | Partially observable game map — is A* appropriate? |
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Apr 24 |
answered | A* path finding for road network - data structure to represent directivity |