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seen Jul 14 at 16:06

Jul
3
awarded  Enlightened
Jul
3
awarded  Nice Answer
Jul
2
awarded  Curious
Jun
30
answered How can I make new strategies viable?
Jun
26
comment Particle friction with variable timestep in XNA
Well.. when you use delta it's because you want to measure things in seconds and have only a fraction of that happen each frame. It really is not always suitable. You can measure things by frames. Cap the frame rate at 60 and if the system is not fast enough skip rendering a frame and only run the logic. I don't know why you needed to set velocity to 3600? Normally if the speed is in pixels, that would mean moving 60 pixels per frame? If you want to keep talking about this (with me) lets chat some time.
Jun
25
comment Particle friction with variable timestep in XNA
But if you multiply then there is no use in using delta in the first place.. If you use delta than you are saying I want this process to take one second or x seconds depending on the coefficient you use with delta.
Jun
23
comment Particle friction with variable timestep in XNA
My answer was incorrect, your math appears to be right. :) I am wondering why decreasing the speed in an exponential rate does not to work to accomplish what you expected (It does not make sense to me).
Jun
21
comment Generating tile map
This looks very good. If you want to "smoothen" it out you could use this technique: louardongames.blogspot.co.il/2012/02/… Basically, if a tile is placed on the edge between grass and dirt it could be replaced with a tile that is partially both.
Jun
21
comment Generating tile map
Good work! If you like, I wouldn't mind seeing what it looks like.
Jun
21
comment Generating tile map
It is a really good answer but it will rarely get results similar to the ones you presented.
Jun
21
comment Generating tile map
This is not a very difficult solution. First randomly pick the center points. Then decide if they are grass or dirt. Now loop over the array and decide if each tile is closest to a dirt point or a grass point. Perhaps tell me which part challenging?
Jun
21
revised Generating tile map
added 299 characters in body
Jun
21
comment Generating tile map
He is suggesting to fill it with perlin noise (instead of white noise like coin flips).
Jun
21
answered Generating tile map
Jun
21
revised Is Unity a well suited engine for games with procedually generated environments?
added 246 characters in body
Jun
21
comment Is Unity a well suited engine for games with procedually generated environments?
The reason for that being, that questions are supposed to be useful for nearly everyone who reads the site. Which tech is suitable to your project and your needs is an individual thing. We don't even know the precise demands of your project.
Jun
21
comment Is Unity a well suited engine for games with procedually generated environments?
Keep in mind, which tech to use questions are not suitable for the format of the site but there is nothing keeping you from doing what you want as long as you do it right.
Jun
21
answered Is Unity a well suited engine for games with procedually generated environments?
Jun
21
revised How can I encourage players to “talk to” to each other in team-based games?
added 216 characters in body
Jun
21
answered How can I encourage players to “talk to” to each other in team-based games?