Ivo Wetzel
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 Jul 1 comment AABB Sweeping, algorithm to solve “stacking box” problem @Daniel The velocity for the first box is 5 and when it hits, the velocity needed to get out of the ground is -5 (thus cancelling out the vertical movement in that step and halting the box) but the first box happens to be resolved after the boxes on top of it, so when the box above it checks for collision, it still finds the lowest one as falling with 5 pixels per second and thus not colliding with it. Jul 1 comment AABB Sweeping, algorithm to solve “stacking box” problem @seanmiddleditch Tried that, seems to work somewhat, but it pushes the lowest box into the ground :/ Jun 30 comment AABB Sweeping, algorithm to solve “stacking box” problem @seanmiddleditch That might work out as a quick fix, now the question is how to make it work in cases where the gravity is inverted. Jun 30 comment AABB Sweeping, algorithm to solve “stacking box” problem @Gajet I'm already doing the static ones first (that's why they don't fall through the red box which is the ground in this case) but the white boxes need to stack on top of each other. Jan 28 comment To canvas, or not to canvas, when building browser-based games? @eBusiness Then go ahead and introduce complex Z ordering and 3D transforms. Good luck with that :) Jan 27 comment To canvas, or not to canvas, when building browser-based games? :D I work Zynga, with the guy who made Aves. Things have changed in the last year, trust me :) Jan 27 comment To canvas, or not to canvas, when building browser-based games? To be honest working on HTML5 Games for the last year as a day job, I'd say that browser which don't support Canvas aren't fast enough for any decent game anyways, but then again, nothings slower than WebKit on Android phones... :( Jul 29 comment HTML5 canvas screen to isometric coordinate conversion 16x16 is squared.. not isometric. Nov 19 comment Webworkers HTML5 for game AI? If you get stack overflows then just switch from your recursive solution to an iterative based one. Nov 11 comment Moving ships between two planets along a bezier, missing some equations for acceleration I might consider testing that if you can provide a way of doing this within a function that takes `t` :) Nov 9 comment Moving ships between two planets along a bezier, missing some equations for acceleration Still I'm stuck on how to plug the acceleration into the whole thing, I need to modify the T somehow :/ Nov 9 comment Moving ships between two planets along a bezier, missing some equations for acceleration Then how to relax it? What I could imagine is modifying the T that I plug into the bezier path stuff. I would need to scale it somehow to first grow slower to 0.5 and then faster to 1. So the ship decelerates from it's original speed to a fixed one at the middle of the curve and then accelerates again from this speed to the speed at the end of the curve? Nov 9 comment Moving ships between two planets along a bezier, missing some equations for acceleration Problem is, this is all tick based, there's no intermediate position. It's a networking multiplayer game and sending all the positions of 600+ ships in a full game will kill all networking. There are only events which transmit a tickOffset, the rest is calculated based on the current world tick and the offset. Nov 8 comment How does one optimize an HTML5 Canvas and JavaScript web application for Mobile Safari? +1 Drawing less is definitely and unfortunately the way to go here, although with a second canvas for the background layer and a dirty flagged approach you can gain up to 50% more performance in some cases. Nov 2 comment Interpolating positions in a multiplayer game Hm, I did something like that in an earlier version ,floating point imprecision made it really bad at times, I have quite big timespans betwenn the updates, up to 300ms for some objects, but maybe I just did it wrong, I gonna give it a shot when I find some free time :) Nov 2 comment Interpolating positions in a multiplayer game It's already so, that the objects don't stop, they continue to move on until the receive the next update. Also, using Hardware Acceleration on the HTML canvas seems to reduce the jitter effect quite a bit. Maybe I just got crazy after working on that thing for so long. Nov 1 comment Interpolating positions in a multiplayer game That's send in the update data that comes from the server. Oct 9 comment How were cartridge-based games programmed? NES(see Metroid Source at MDB) and SNES(the source code of some random 3rd party games is out there on the web) used ASM, N64(Zelda: MM's debug screen displays the filename in the crash info) used C.