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seen May 22 at 5:00

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


Feb
23
comment Box2D Lights - Simulate water
That would work. Where the second world is for rendering light. Another option is to extend the code for DirectionalLight to ignore blocks with certain properties.
Feb
22
answered Questions about property-centric game object runtime
Feb
22
answered Jelly ground collision
Feb
22
answered Box2D Lights - Simulate water
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