134 reputation
8
bio website github.com/theJollySin
location San Francisco Bay Area
age 32
visits member for 2 years, 3 months
seen Apr 2 at 20:47

I'm a physicist modeling air pollution and global warming.
I'm passionate about software and the environment.


Dec
20
comment Determining whether two fast moving objects should be submitted for a collision check
The physics of situation is clear. Let us say that you can identify an object as 'fast moving' ahead of time. Then when you do a collision check you need to check not just for the cell that the object is currently in, but all of the cells it passed through on the last time step. So each fast-moving object actually has multiple locations, like the entire green swath you drew in the above image.
Dec
6
comment Showing range on hexagonal grid
I agree with Byte56 that a breadth first search algorithm is a good solution. This is not to say that you shouldn't try to be creative, but as far as well-known algorithms go it's a good one that applies well.
May
15
comment Scrolling Text in jMonkey
Ah! It looks like Nifty has all I need and more. I'll have to decide whether it's worthwhile to bring all the functionality over, or just open up the base code to see if I want to replicate the functionality for this one feature I want. Thanks so much! If you put your Nifty answer into an actual "answer", I will be happy to credit you.
May
2
comment jMonkey Quest Database
Ah, good call. My most common quest operation will be searching for all the quests that apply to the current game state and then choosing one. So perhaps I can store a lot of small XML files for the quests, and then keep a database/hashMap with the quests attributes to do my run time decision making.
May
2
comment jMonkey Quest Database
So SQL/Object database are the way to go for gaming? Mentoliptus above suggested just storing quest text in JSON/XML format. And my current goal would be to license under BSD.
May
2
comment jMonkey Quest Database
@Tim Holt Sorry, my design currently has in the neighborhood of a couple thousand quests. And each quest will need several identifying properties: ID, level, gender, faction, quest chain, etc.
May
2
comment jMonkey Quest Database
@Mentoliptus So you would store thousands of quests in 1 giant XML or thousands of little ones?
Apr
27
comment Examples of RESTful Web Services for Browser Games
Yeah, I've decided I'll create an API for things outside the game like getting character profiles and high scores and... things like that. But I can't see the benefit of exposing in-game functionality in a RESTful way.
Apr
26
comment Examples of RESTful Web Services for Browser Games
Now I am considering that perhaps the game itself wouldn't have to be that RESTful. But perhaps I could design other parts of the site that way. Like the user-stats, grabbing screenshots, sharing in-game items or skins between characters, or even just choosing your game.
Apr
26
comment Examples of RESTful Web Services for Browser Games
I guess that is kind of my concern. While publishing an API for a game might add a level of uniqueness to the game, I'm not sure if it would always be desirable. Perhaps the RESTful portion might be to allow users to access different games on the site. But, I'm not seeing the real benefit for RESTful anything in my case, and I'm assuming that means I don't understand something well enough.
Apr
26
comment Examples of RESTful Web Services for Browser Games
That's interesting Lievens. You would use the REST for in-game actions. My real question is, would YOU design a browser game this way? Is there a reason to design a game to have this kind of convenient API? My current bias is that you only create RESTful systems so users can access a online tools more easily. And I'm not sure if I see the benefit of RESTful whatever if the user isn't going to be using your website to... whatever, search the web or organize their bookmarks.