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Nov
13
reviewed Reject Bitwise operators in DX9 ps_2_0 shader
Nov
13
reviewed Approve 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
Nov
13
reviewed Reviewed Absorbtion 2d image effect
Nov
13
awarded  Custodian
Nov
13
reviewed Approve Optimal way to learn DirectX?
Nov
13
comment Making a perfect map (not tile-based)
And here is a way of using resized bitmaps as a quadTree: gamedev.stackexchange.com/questions/38481/…
Nov
13
comment Making a perfect map (not tile-based)
If your collision detection method is so fast it works on tens of thousands of objects, just use it, save all collided objects in an Array and in isObjectCollisionFree check if the object is in the Array. But I'm afraid your collision detection isn't so fast as You think and that's where the problem lies.
Nov
13
comment How to limit click'n'drag movement to an area?
I implemented it in real project, and I must say some problems emerged. Basically, you need to make a list of grid cells, where you take the closest grid cell named closest, and check for the distance to furthest point in the closest - let's name the distance furthest_dist. Now you need to remove from the list all cells which have their nearest point further than the furthest_dist and go level deeper. So instead of something like this: i.imgur.com/4UuFo.png It's something like this: i.imgur.com/dyTT3.png
Nov
13
comment Making a perfect map (not tile-based)
Hello, instead of saying "I need to implement [method name] because it's slow" tell us what you have problems with. It's confusing, because a sentence before you stated that your quad tree detection is fine with 30000 objects (i.e. is very fast, not slow). You should also remember that on this site we solve repeatable problems, and fixing bugs or low-level implementation issues is rarely considered repeatable. gamedev.stackexchange.com/faq
Nov
12
comment In-Game Encyclopedias
Not only Civilization, but also Colonization (Colonizopedia) and probably many other games by Sid Meier had an encyclopedia. Also, sometimes, e.g. in Mass Effects, encyclopedia is pure boring. I would love for ME and Dragon Age Origins to have 10 times less codex entries, but also 10 times more interesting.
Nov
10
comment How to do pre-loading
I would also add, that if you have a fixed time_step (time between frames rendered) you shouldn't call load() method just once in each frame, but rather use something along end = now () + 10; while ( now () < end ) load (); otherwise, if chunks of loaded data are too small, loading process may consist mostly of waiting between frames.