| bio | website | |
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| age | ||
| visits | member for | 1 year, 1 month |
| seen | May 2 at 0:06 | |
| stats | profile views | 203 |
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Nov 13 |
reviewed | Reviewed Absorbtion 2d image effect |
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Nov 13 |
awarded | Custodian |
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Nov 13 |
reviewed | Approve suggested edit on Optimal way to learn DirectX? |
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Nov 13 |
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Making a perfect map (not tile-based) And here is a way of using resized bitmaps as a quadTree: gamedev.stackexchange.com/questions/38481/… |
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Nov 13 |
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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. |
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Nov 13 |
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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 |
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Nov 13 |
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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 |
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Nov 12 |
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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. |
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Nov 10 |
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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. |
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Nov 10 |
revised |
is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important? changed title and tag to more descriptive/accurate |
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Nov 9 |
answered | Comprehension question to MVC Pattern in Game Programming |
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Nov 8 |
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Collision Detection Game Design and Architecture There are many approaches, one would be to check every entity against every other entity and instead of calculating if they already collided, calculate when they will collide (if at all), and add the collision event to some array. Next sort the array by the collision time, take the first element, apply post-collision effects (change their positions and velocities) and either recalculate the rest of the array or do some advanced stuff on calculating which entities can be affected by this collision resolution and recalculate collision times only for them. |
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Nov 8 |
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How can I plot a radius of all reachable points with pathfinding for a Mob? @PugWrath 1.4142... But in some games it's just 1 |
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Nov 8 |
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Making a Photo Hunt Game using Javascript and HTML5 @bummzack As I understand it, the question is about not a game as a whole, but main algorithm of dealing with images differences. For example how would one define the place of a difference in XML, as a group of pixels, a path around the place, or just a point in center? This question is definitely answerable, though it's form is not best. |
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Nov 8 |
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How can I plot a radius of all reachable points with pathfinding for a Mob? @Adam I've spotted that too, that's most probably a mistake. |
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Nov 7 |
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Concatenate variable name One usually uses an Array instead. |
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Nov 7 |
reviewed | Reviewed Making a Photo Hunt Game using Javascript and HTML5 |
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Nov 7 |
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Making a Photo Hunt Game using Javascript and HTML5 You could either take 2 different images, and seek for different pixels, and then seek for all different pixels in a group, that is find a group of pixels, where each 'changed' pixel is not further than 5 pixels from the rest. This could be quite complicated and CPU intensive, so you could also just store coordinates of differences in some XML file. |
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Nov 7 |
reviewed | Reviewed XNA 4.0: Problem with loading XML content files |
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Nov 7 |
reviewed | Reviewed Cry Engine 3 vs UDK |