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11333
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location Germany
age 21
visits member for 2 years, 4 months
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C++ Programmer, Game-Designer and Pixel-Artist.


May
27
answered Avoid double compression of resources
May
24
answered Why isn't this physics code scaling velocities separately?
May
24
comment What's the largest “relative” level I can make using float?
What about using fixed point coordinates? Maybe with 64 bit integers if necessary?
May
20
comment List of GLSL ES built-in variables
Only gl_Position and gl_FragColor are from GLES, the other ones are all supplied by the application itself.
May
18
comment Line of sight on a 2d grid
Bresenham is for drawing pixel perfect lines. Thing is, you don't need or want pixel perfect lines.
May
17
comment How can I generate isometric sprite sheets from 3D animations?
You can do that just fine in Blender itself, see clintbellanger.net/articles/isometric_tiles
May
16
comment Spaceship acceleration for following waypoints
Yeah I think yo need to reformulate the question.
May
15
answered How can I procedurally generate the right difficulty of enemy waves?
May
15
comment How can I procedurally generate the right difficulty of enemy waves?
The question was about difficulty, not about placing enemies, was it?
May
14
comment Tiled map editor and objects
The visual editing is for the maps themselves. The objects are just a afterthought.
May
14
comment How can I Intercept object with a circular motion
@DMGregory Oh! We could just take the current Position of the Planet instead of the Orbit Center as the starting point. When we are close that is much closer, if we are far away it doesn't matter.
May
14
revised How can I Intercept object with a circular motion
added 3 characters in body
May
14
comment Tiled map editor and objects
Objects in Tiled are just placeholders. Don't treat them like "actual" objects. You can give them properties if you need to.
May
14
answered How can I Intercept object with a circular motion
May
6
comment How do I disassemble a 3x3 transformation matrix into rotation and scaling matrices?
You usually apply the scaling first, not the rotation. For matrices order of operation matters. You would need the inverse of the rotation matrix not the scaling matrix.
May
5
reviewed Approve suggested edit on DirectX 11 Updating Resolution
May
5
revised Looping an object to move between two positions
added 401 characters in body
May
5
answered Looping an object to move between two positions
May
5
revised How do I disassemble a 3x3 transformation matrix into rotation and scaling matrices?
deleted 40 characters in body
May
5
answered How do I disassemble a 3x3 transformation matrix into rotation and scaling matrices?