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Aug
8
awarded  Nice Answer
Jun
15
awarded  Notable Question
May
30
awarded  Yearling
Mar
17
awarded  Guru
Dec
8
reviewed Approve qt tag wiki
Nov
10
reviewed Approve unreal-editor tag wiki
Oct
10
comment Should device tilt give my object a starting speed or acceleration?
Wait friction is quadratic? I always assumed it was linear. (e.g. speed -= speed * fricion)
Oct
10
comment Handling early/late/dropped packets for interpolation in a 3D multiplayer game
@BenCracknell Store early packages until you can use them and make sure you get most of them too early rather than too late.
Oct
3
reviewed Approve Calculating velocity needed to hit target in parabolic arc
Oct
1
comment How can I create a stretchy, breakable pizza cheese material?
Better models, better textures & better shaders. As simple as that.
Sep
30
comment How do I make a JS game downloadable?
@bummzack No it's not. The bigger the file size the less likely the user is to bother to download it in the first place. In terms of UX it is a big difference.
Sep
25
comment What kind of gaming experiences does hiding game play stats and formulas cultivate?
That is a very dedicated crowd that you won't attract unless build sucessful multiplayer games.
Sep
24
awarded  Autobiographer
Aug
30
comment How to achieve partial pathfinding?
No, it's not that the goal not reachable, it's that the point you clicked on is "solid", e.g. it blocks unit movement. RTS tend to not have any unreachable targets.
Aug
30
comment How to achieve partial pathfinding?
I think RTS just find the nearest point outside of the terrain and calculate the path to that instead of doing partial path-finding.
Aug
10
comment Is texture 1D array a valid way to handle object coloring?
You don't need condition jump, a invalid texture (texture index 0) is always 100% white. This seems to be a very premature optimization to me.
Aug
10
comment Is texture 1D array a valid way to handle object coloring?
Why not just use a vertex attribute?
Jul
23
comment Rearranging array for memory efficiency
Use a std::vector<GameObject> instead of a std::vector<GameObject*>, as simple as that.
Jul
7
answered How to calculate move while avoiding deep copy
Jul
2
awarded  Curious