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seen Nov 5 at 21:02

Apr
29
awarded  Yearling
Dec
31
comment How can I plot a radius of all reachable points with pathfinding for a Mob?
@AlexStone Sorry! Maybe you could share your codez?
Aug
27
awarded  Nice Answer
Aug
23
awarded  Nice Answer
Apr
29
awarded  Yearling
Dec
8
comment Staggered Isometric Map: Calculate map coordinates for point on screen
It does the transformation, just the other way around, so you need to reverse it.
Dec
7
comment Staggered Isometric Map: Calculate map coordinates for point on screen
Check this out: jsfiddle.net/Sd4ZP/18
Nov
30
comment What would be a good way to implement/render a 2D tiled map for a browser game?
There are only 10 lines involving Canvas. The rest is JS code that will stay the same or almost the same when you switch to HTML DOM elements + CSS, because it's game logic, not rendering code. Also, I could make a bet that these 10 lines can't be replaced with smaller, or even nearly same number of lines with the "html+css". Offsetting a <div> layer and storing model (tile array) as view (DOM elements) or using two separate arrays wouldn't be simpler at all. 90 lines is an extremely small number, far from being an over-complication.
Nov
27
comment What would be a good way to implement/render a 2D tiled map for a browser game?
I gave you a ready code, how much more specific can I be?
Nov
13
reviewed Reject suggested edit on Bitwise operators in DX9 ps_2_0 shader
Nov
13
reviewed Approve suggested edit on Collision test solution for hack&slash game
Nov
13
comment Collision test solution for hack&slash game
collisions must be very accurate, or don't have to? Hard to tell from your current sentence.
Nov
13
comment 2D Collision detection for Pinball Game
@John I imagine a good pinball as a 3D game with ramps etc. You could program these ramps in 2D, and scale the ball up when it goes over the ramp and down when it falls back yourself, but in this case it's still a 3D game, you just add Z dimension by yourself.
Nov
13
answered 2D Collision detection for Pinball Game
Nov
13
comment How to avoid circular dependencies between Player and World?
Ah, you mean the world has no reference to the player, it just has an array of objects implementing ICollidable interface, together with the player if needed.
Nov
13
comment How to avoid circular dependencies between Player and World?
You say that the world doesn't know what a player is, but it handles collision detection that may need to know properties of the player, if it is one of the objects colliding.
Nov
13
reviewed Reviewed Starting a Java activity in Unity3d Android
Nov
13
reviewed Close Open Dynamics Engine
Nov
13
reviewed Close HTML5 Canvas game viewport
Nov
13
awarded  Custodian