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location Canada
age 25
visits member for 2 years, 3 months
seen 6 hours ago

Programmer


Mar
1
awarded  Popular Question
Feb
27
comment Where should I put my mob rendering code?
I like this answer and wish I could up vote it more than once. You never truly learn without getting your hands dirty.
Feb
21
comment Packaging a Java game for Linux
oh the horror of deb packaging.
Feb
8
comment How are old games levels made?
@Jeff how about Super Mario 64, Super Mario Sunshine, Super Mario Galaxy. He never specified which one, but seeing as he was comparing it to pacman I assume the first, which TIGROU was fairly toolless. I can't find it now at work but you should look into the post the creator of the original prince of persia guy made about making games like that in pure assembly and how he had some thousands(may have been hundreds don't remember the count) of pages of assembly and how he managed it.
Feb
8
comment How are old games levels made?
@Hackworth, however at the end of the day the "edges" and "points" were either hand inserted or detected by the colors of neighbouring pixels, and stored in some sort of point array or collision table.
Feb
8
comment How are old games levels made?
All those old games didn't have the good fortune of level editors, with the exception of some of the super marios. Being mostly written in assembly with limited resources(memory, cpu speed, etc...) a lot of them would have just been hard coded points. Array's do well for this. But at the end of the day there isn't much difference as a level editor will have to load in or create the necessary data structures. This question is fairly generic and without more information like the type of game the possibilities are limitless.
Feb
8
comment A formula for point calculation based on value A's proximity to value B
I agree with this answer. But I would also like to throw in an opinion from a game play perspective. In rythm games there can often be a visual/auditory disconnect, even if it's ever so slight, and audio cues are heavily focused on, to compensate for this and the possibilities of lag/visual update speed differences between frames I'd suggest a "forgiveness" area, nothing too big but at least something where no points would be lost as long as it's within a score of 0.9> maybe? Just my two cents.
Feb
8
awarded  Critic
Feb
5
comment How do I create multiple 2D spotlights?
Although that thread seems to be fixing your problem in the first place, do you have the version including that change?
Feb
5
comment How do I create multiple 2D spotlights?
Looking at what you linked to I'd say you probably want the second solution listed at the bottom or the third if that doesn't work. I'm not clear on andEngine, and they didn't seem to have docs, perhaps if you can't find your answer in that thread they may be able to help further, as it seems like they are already playing around with the blending options a lot behind the scenes.
Feb
4
comment How do I create multiple 2D spotlights?
Not sure how you're creating or applying your gradients, however this could be a blending issue, where if you use the right blending it will work fine. We'd need more info about the textures.
Feb
4
comment Resolving a collision with forces
I believe this is why a lot of physics engines run in iterations, correct me if I am wrong, does yours run in x amount of iterations recalculating positions as new forces/results of the first iteration change the expected result?
Feb
4
awarded  Commentator
Feb
4
comment How do I detect the intersection of a curve with itself?
+1 @PeterTaylor true, I should have stated I believed given the info we have IMO it is the solution. However there's lots of possibilities, calculating an area graph for the set of points in the case of a non closed polygon(aka not a polygon) it would break early telling you the points do not intersect. Or feeding the points to a path finding algorithm if the result is shorter than the sum of the lines they intersect. There's tons I just find the line intersection to be generic enough to answer the generic question.
Feb
4
comment How do I detect the intersection of a curve with itself?
I'll let @PeterTaylor take it, it was his answer I just pointed out that it's essentially the only viable solution.
Feb
4
comment How do I detect the intersection of a curve with itself?
@PeterTaylor I believe that is the solution, at the end of the day to draw the lines it would need to be broken into segments whether its represented by an equation or simple stored as a list of points. Therefore simple straight line intersection is the solution: stackoverflow.com/questions/563198/…
Oct
6
revised Why is the framerate (fps) capped at 60?
Added solution.
Oct
6
comment Why is the framerate (fps) capped at 60?
VSync was the issue, I knew it existed and what it was for. However, for some reason I always thought those GPU things were opt-in only. Thank you.
Oct
6
comment Why is the framerate (fps) capped at 60?
GTX 670. VSync was the issue, I knew it existed and what it was for. However, for some reason I always thought those GPU things were opt-in only. Thank you.
Oct
6
accepted Why is the framerate (fps) capped at 60?