625 reputation
38
bio website
location
age
visits member for 2 years, 8 months
seen Dec 16 at 17:56

Aug
21
comment Transparent JPanel, Canvas background in JFrame
What's the purpose of that JPanel?
Aug
19
comment Why does my code dividing a 2D array into chunks fail?
Ah, ok, so you want the chunks for loading, not for collision detection.
Aug
19
comment Why does my code dividing a 2D array into chunks fail?
Are you sure you have to create a chunkArray at all? If it's just for collision detection, couldn't you still work on the original world array, but instead of checking all of it, limit the checks to a certain area of interets?
Jun
30
comment which quarter of a triangle the point is in
@MSalters Thank you, very good observation! By the way, I didn't mean to suggest matrices as the way to implement this, it's just to demonstrate the steps.
Apr
10
comment Can you adjust the proportions of a 3D model via scripting?
I think Esa's answer nails it (even without a code example).
Apr
10
comment Game loop in Javascript
Reading other people's source code can be an excellent way to learn things.
Apr
10
comment Can you adjust the proportions of a 3D model via scripting?
It's doable, but the result might not look very good. Also, I wonder if in addition to the body proportions you would also have to adjust the animations anyway to account for the different ages. So in the end, my gut feeling is that you won't safe much time doing a parameterized model over drawing the different ages separately, but the quality might be much worse.
Apr
9
comment Is any data structure more efficient than quad-tree for storing and querying points that lay within an OBB?
Yes, that's why I thought this datastructure might be (more) suitable for your situation. Glad I could help.
Apr
8
comment Is any data structure more efficient than quad-tree for storing and querying points that lay within an OBB?
What you probably want is to walk up and down the tree to determine areas that are close by.
Apr
1
comment Calculate turn rate between xy and target xy on a moving sprite with variable speed
Cool! Glad to hear you got it working. In retrospect, I think if I were to implement this, I would now prefer my second answer over this one.
Mar
27
comment How to translate swipe gestures into rotations?
Nice screenshot but where's your code?
Mar
21
comment How can I smoothly rotate a joint to an angle?
Could you show us the code you've got so far, please?
Mar
19
comment OOP architecture for Hero with many attributes
What exactly do you find "clumsy" about this design?
Mar
16
comment Cannot distinguish depth in an isometric cube
Is slightly changing the angle from which you view the world an option? Your problem arises because different blocks happen to line up perfectly from the current POV, so changing the pitch angle should help.
Mar
15
comment Swing for game development - regarding threads
What type of game are we talking about? More like Minesweeper or more like Minecraft?
Mar
12
comment Why are png files so much larger in RAM than on disk?
Converting the PNG (compressed format) to BMPs (uncompressed format) might give you a better estimate of how much memory your program is going to spend.
Mar
2
comment Best method for selecting points from a point set - path distance
But maybe BBs are too crude. How about if you imagine two circles of radius r about the end points of the segment, and two circle tangents parallel to the segment on either side. That is the shape in which your points must lie. The circles could be approcimated by squares, but anyway it should be sufficient to check which quads intersect with the outline of that shape. A Bresenham-ish algorithm could make that efficient.
Mar
2
comment Best method for selecting points from a point set - path distance
The latter (bounding boxes) was also my first intuition.
Feb
7
comment Smooth circular collisions with edges/collision boxes [C# + XNA]
@Zhafur Maybe also normalize the length of that vector and then times it by the combined speed of the two objects before subtracting?
Jan
24
comment How control probability of win-lose in tile-matching games?
"Computing probability implies that some random process occurs." ...if you're a frequentist, that is ;-)