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 Yearling
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Mar
28
awarded  Yearling
Jan
11
reviewed Approve How to give each player in card game the same shuffled deck?
Jan
4
comment Unity 3D error when compiling to WebGL: Destination directory not found
Well given the chat log I guess the solution was to remove uses of System.IO, which is unsupported with WebGL? I suggest posting this as an anwser (or as solution 4), see if the OP accepts it.
Sep
6
awarded  Nice Answer
Jul
9
comment Rotate a rigid body not around its centre of mass
Sure, I was just checking.
Jul
8
answered How can I place the player into a 360° video in UE4?
Jul
8
comment Rotate a rigid body not around its centre of mass
Apparently UE4 exposes a "center of mass offset", see docs.unrealengine.com/latest/INT/Engine/Physics/PhAT/Properties/…. Do you have a particular reason for not using this?
Jul
8
comment Rotate a rigid body not around its centre of mass
Why can't you just move the center of mass?
Jul
6
answered How can I pass messages from multiple components to another?
Jul
6
answered How to manage state in a component-based game engine?
Mar
28
awarded  Yearling
Feb
9
awarded  Necromancer
Jan
15
awarded  Announcer
Nov
8
comment Ease action to simulate a clank in a moving or rotating device near end of the trajectory
Can't it be just piecewise linear? Or you want some smoothing?
Nov
7
comment Mixing Perspective and Orthographic Projections?
@bcrist I think having fixed-size 2D hitboxes is a design decision, and it perfectly makes sense. You don't want gameplay metrics to change depending on where characters are positioned.
Oct
9
comment Fixed timestep with interpolation in AS3
If you suspect a getTimer() accuracy issue, maybe try using Date.getTime() see if you get any difference? Apparently they can differ: stackoverflow.com/questions/7326315/….
Sep
30
awarded  Explainer
Sep
1
comment Using multiple strings within the path to Write to Text File
You want several files with the same path? I don't get it.
Aug
22
answered What exactly does Unreal Engine 4's Class Wizard do?
Aug
21
comment How do I render from one render target to another?
You have the depth tests enabled so it might be that all your pixels are discarded by that. Or maybe a problem with alpha. This is the kind of issue that can be easily solved using PIX / Visual Studio Graphics Debugger. Learn how to use it, you won't regret it.