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visits member for 1 year, 11 months
seen Apr 12 at 11:16

Nov
4
reviewed Reviewed What are the time-efficiency characteristics of these voxel data structures?
Nov
4
reviewed Reviewed Programming a MOBA bot: any open-source genre entries or games with an open A.I. API?
Nov
4
comment Programming a MOBA bot: any open-source genre entries or games with an open A.I. API?
-1 This is very vague. If you have experience in making bots, you could share it instead of very common knowledge like "certain API [...] must be unveiled through reverse engeneering on the program"
Nov
4
reviewed Reviewed What are some famous games developed with .NET and/or XNA?
Nov
4
reviewed Reviewed How to make simple-graphics game
Nov
4
reviewed Reviewed Dynamic audio score/music
Nov
4
comment Dynamic audio score/music
Could you elaborate more on Noatiki?
Nov
4
reviewed Reviewed Number of Impressions on Admob for revenue
Nov
4
reviewed Reviewed Are there any sample projects for Flashpunk?
Nov
4
reviewed Reviewed When mapping the surface of a sphere with tiles, how might you deal with polar distortion?
Nov
4
reviewed Reviewed Should I learn 3DS Max or Maya?
Nov
4
reviewed Reviewed GLM: Euler Angles to Quaternion
Nov
4
reviewed Reviewed Generating a map in runtime for a simple top-scrolling racing game
Nov
4
reviewed Reviewed Designing the main classes in a solar system simulation game in C++
Nov
4
reviewed Reviewed Migration from XNA to SharpDX
Nov
4
reviewed Reviewed Good 2D Platformer Physics
Nov
4
reviewed Reviewed How to make this game loop deterministic
Nov
4
comment How to make this game loop deterministic
What do you mean by the ghost movement not being the same every time - in specific frame or it just goes on different path? In first case it's because you base your logic on time instead of number of frames rendered so far, and in second case it's some problem in update method.
Nov
4
reviewed Reviewed Torque2D, Class vs Datablock
Nov
4
comment 2D pathfinding - finding smooth paths
@LorenPechtel you are wrong, you can smooth the path after finding one. It's quite easy as you create two lines based on unit's dimensions, and check if they intersect with tiles between tile0 and tileN, where tile1-tile(N-1) are tiles you want to remove from path.