6,988 reputation
12244
bio website lorancou.net
location Lyon, France
age 29
visits member for 2 years, 4 months
seen 2 hours ago

Engineering for a living


Jul
24
awarded  Notable Question
Jul
14
comment Mouse Look Controls
@AndrewWilson You didn't specify what kind of game you're making, maybe edit your question with more details and what's your actual problem with your current approach if you want a better answer.
Jul
14
answered Mouse Look Controls
Jul
4
answered Why do I need a local server for HTML5 game development?
Jun
25
comment Using DirectX9 within Visual Studio 2012 in Windows 8?
Related: gamedev.stackexchange.com/questions/43861/…
Jun
20
answered Forces on entities: remove all each update step, or remove on demand?
Jun
19
reviewed Approve suggested edit on What affects the size of APK files?
Jun
18
answered Tool to simulate color blindness
Jun
18
comment What is an optimum failure rate that will keep people coming back to my game?
@Anko Game design questions will always be more subjective than game programming questions. If we close any game design question because there's a part of subjectivity, then we can as well rename this site to gameprogramming.stackexchange.com. I really hope this doesn't get closed.
Jun
16
comment What is an optimum failure rate that will keep people coming back to my game?
I'd say playtest with your target audience, but this hardy makes an answer. So +1 for a good game design question.
Jun
10
comment Tips on how to notify a user of new features in your game
@Heckel If players get used to regular and easily accessible content updates, they're more likely to re-launch the game often.
Jun
4
revised How can I efficiently update only the entities that matter in a given frame?
Formatting
May
28
comment How should an object that uses composition set its composed components?
@Casey By browsing the component list, having a hash table of components ordered by name/id, etc. There are many ways of doing this without storing explicit dependencies. And working directly with the components methods is also some kind of explicit referencing: it's OK when you want the dependency to be explicit, but when it's not necessary you should work with messages.
May
27
answered How should an object that uses composition set its composed components?
May
12
comment How to deal with raw values and percentages?
And another one there: gamedev.stackexchange.com/questions/46772/….
May
12
comment How to deal with raw values and percentages?
possible duplicate of What's a way to implement a flexible buff/debuff system?
May
9
comment Should I use different input layout for meshes (vertices) with and without normal maps?
My intuition says option 1, I don't think switching between vertex formats is expensive enough to justify the extra bandwidth required by option 2. And batching things using the same vertex format together can alleviate the issue if it ever happens. But I've no hard data to back this up.
May
9
comment Does Unity let you code in Java?
Saying that JavaScript is the same as Java is misleading. There's A LOT of differences between the two.
May
7
comment How frequently do my game server need to message the client?
Over LAN? WAN? It all depends on you network speed. One packet per frame can probably work more or less over a high-speed LAN but I don't think it can be viable over the Internet (yet?). You'll have to interpolate to smooth things out.
Apr
29
comment Can I make a “fan game” with characters of one game that already exists?
The Alone In The Dark IP is probably still owned by Infogrames/Atari, maybe the best is simply to contact them and get a written agreement.