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Apr
13
comment Understanding the Seek steering behavior
Yeah, I guess I started typing before I read. :/
Apr
13
answered Understanding the Seek steering behavior
Apr
13
comment Generate a 2D distance grid in one pass
I think BFS would work here. Calculating distance means you alredy know where the closest obstacle is which you may or may not.
Apr
13
revised Generate a 2D distance grid in one pass
added 937 characters in body
Apr
13
answered Generate a 2D distance grid in one pass
Apr
12
answered Mentality for the hard initial stage of game development
Apr
12
answered What are the benefits of using an entity ID system?
Apr
12
comment Server Map Change
We don't answer questions of the kind: How does successful person X does Y, because those questions can only be honestly answered by person X, someone who worked closely with X or someone who studied X's work in depth. If you want to know if players disconnect and reconnect for a map change, I don't think that is the case. It is likely there is a thread like mechanism where each players is handled as an object on the server's memory which stores the current per player state and allows the server to manage and communicate with that player in a meaningful manner.
Apr
11
comment Variable Jump in Unity3d
Yes, that is correct. Just one thing.. It will take initial_jump_speed / current_gravity for the jump speed to reach zero and the character will stop gaining height and begins to fall.
Apr
10
comment Variable Jump in Unity3d
You should have one piece of code that decides if the player is on the ground and hit the jump key. You cannot jump whilst in mid-air. Then, whenever the character can jump and the players hits the jump button, you should set ySpeed to the jump movement speed. After that, each frame, adjust the y-position and the speed and it should work fine. The jump should end when gravity takes the character back to the ground. It will always take initial_jump_speed / current_gravity time. So it should work fine even if you set the initial jump speed to a constant value.
Apr
10
answered Variable Jump in Unity3d
Apr
10
reviewed Approve suggested edit on What is the technical definition of “sprite batching?”
Apr
9
comment How can I calculate “All squares within R” in a natural looking manner?
What are the numbers in the image? For instance, the number 10 appears next to a shape that is 4 tiles in diameter. Is each time 5 units?
Apr
9
comment Secure Login with Login Server
I don't think it has to do with game development. Any logging method that works with any other online application should be suitable here.
Apr
9
comment How big a transition from programmer to modeler/level designer/creator
This is a strange question. It's like comparing poetry to martial arts. I find that I get kicked in the head more often when I practice martial arts but ache more when I write poetry. Anyhow, modeling can be very hard if you don't have talent for it and so can programming.
Apr
9
answered Is any data structure more efficient than quad-tree for storing and querying points that lay within an OBB?
Apr
9
comment Is any data structure more efficient than quad-tree for storing and querying points that lay within an OBB?
Also worth mentioning are kd-trees (very similar to rtrees)
Apr
9
comment Is any data structure more efficient than quad-tree for storing and querying points that lay within an OBB?
It appears to be the suitable solution I was looking for. Mainly because the data is sometimes spread very sparsely and sometimes clustered very densely so a quad tree was not very suitable.
Apr
9
accepted Is any data structure more efficient than quad-tree for storing and querying points that lay within an OBB?
Apr
8
comment Is any data structure more efficient than quad-tree for storing and querying points that lay within an OBB?
@Philipp Thanks. Effective for search speed and insertion complexity. Deletion preferably, could be handled during idle time. So it's all right if the same points temporarily exist in multiple leaves until the application (user) is idle.