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Aug
18
revised Algorithm to make entities closely follow one another?
added 518 characters in body
Aug
18
answered Algorithm to make entities closely follow one another?
Aug
18
awarded  Civic Duty
Aug
18
comment Algorithm to make entities closely follow one another?
Do you mind if they step over each other like they do in Cannon Fodder?
Aug
18
comment Can I use Node.js on consoles?
@Vinz243 gamedev.stackexchange.com/questions/16154/… What I am saying is that consoles are actually a superior solution to gaming at heart. In the past console gaming often offered a better experience than PC gaming. I think that even at present you'll get a lot less for the same amount of cash if you invest in PC gaming. This is because of several reasons (platform exclusive games profits, sameness between devices etc.)
Aug
17
answered OOP Question for Team System
Aug
16
reviewed Approve suggested edit on How to sync client and server at the first frame
Aug
16
answered How to limit players to low-level content before they advance, if they can't die
Aug
15
comment Can I use Node.js on consoles?
@Vinz243 Consoles are a lot more cost effective for running games, plus they are fine tuned for that purpose and there are a lot of games that are not available on PC.
Aug
6
comment What are the advantages and challenges of using HaXe over ActionScript 3?
Could you give a benchmark example that can be reproduced? I heard this before from some people but I also have seen examples that contradict it so if you could quantify it with a script and the results it would be informative.
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.