7,478 reputation
1237
bio website
location
age 32
visits member for 2 years, 9 months
seen Mar 21 at 11:48

Work in a company that is developing a 3d shape based search engine.


Feb
22
answered How to make instantiated objects not on top of each other?
Feb
14
comment Dungeon Generation with no corridors and room dependencies
The rooms have to be completely square?
Feb
14
revised Is it a good idea to make most actions in a game driven by simple tiny threads (in Java)?
added 32 characters in body
Feb
14
answered Is it a good idea to make most actions in a game driven by simple tiny threads (in Java)?
Feb
7
comment Immovable object impact physics
@AzaraT What is v1?
Feb
7
answered Box2D: Making it Determinsitic?
Feb
7
comment Box2D: Making it Determinsitic?
The question is why? It produces the same results for the same binary and the same machine. Why would you need more than that?
Feb
7
comment Immovable object impact physics
Hmm.. It appears you set the floor's velocity to (1, 1, 1) ? The floor isn't moving afait. Another issue, is that you are using <float>::max() for the floor's mass which is fine theoretically (you want infinite mass) but in practice, using very large numbers in computations could get highly inaccurate results. I would test with something like ball mass 0.01 and floor mass 1,000,000.
Feb
7
answered Implimenting BADLAND like Body Movement in Box2d
Feb
7
comment Implimenting BADLAND like Body Movement in Box2d
Sure, btw, make sure to slow it back down before it reaches the desired position.
Feb
7
comment Implimenting BADLAND like Body Movement in Box2d
You can apply a small force that rotates it in the right direction all the time.
Feb
6
revised Handling an item database with procedurally generated items?
edited tags
Feb
6
answered Handling an item database with procedurally generated items?
Feb
6
comment Implementing single and muliplayer without messing everything up
@Philipp I meant it as a class that is responsible for digesting user and ai activity, and maintaining the state of the game. The same class could be used inside the Singleplayer executable and the Multiplayer server executable. I referred to it as the "server" class because it the body of code responsible for accepting inputs from users and bots, deciding on a result and reporting back what is going on in the game. The communication between the server and the users could be "dependency injected", depending on the situation.
Feb
4
answered Implementing single and muliplayer without messing everything up
Feb
3
revised How Efficiently preform collision detection in NxN rectangle grid
added 24 characters in body
Feb
3
comment How Efficiently preform collision detection in NxN rectangle grid
The answer assumes your grid of tiles is a 2d array of int, in which case the correct tile would be in: ... gridArrayName[x / TILE_WIDTH][y / TILE_HEIGHT]. If you are not using a 2d array to represent your tiles, you are going about it the wrong way.
Feb
3
answered How Efficiently preform collision detection in NxN rectangle grid
Feb
3
comment How can I get “Good enough” collision for entities?
You say you attempted to use JBox2D and it's "not suitable" but you don't explain why. You say you want to detect collisions, then say you don't want to use a popular library for collision detection. I think you might need to explain why that is.
Jan
30
awarded  Notable Question