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  • 0 posts edited
  • 1 helpful flag
  • 31 votes cast
Jul
20
accepted How to select random points within grid meeting min/max distance requirements from each other?
Jul
19
awarded  Famous Question
Jul
10
awarded  Popular Question
Jul
10
awarded  Nice Question
Jul
9
accepted What projection is this?
Jul
9
revised What projection is this?
added 78 characters in body
Jul
9
awarded  Custodian
Jul
9
reviewed Approve What projection is this?
Jul
9
comment What projection is this?
@AlexandreDesbiens I've added a screenshot from the only game I've played that seems to use it, however, a few others in the Ultima series used it as well.
Jul
9
revised What projection is this?
Included screenshot from Ultima 6: The False Prophet
Jul
9
asked What projection is this?
Apr
30
awarded  Notable Question
Mar
14
comment How to select random points within grid meeting min/max distance requirements from each other?
You've illustrated exactly what I'm going for, but I still don't know quite how to achieve it. I could do a filled circle algorithm working outwards from a radius of 0 to 20 and then 20 to 30, ignore points already seen, and in the 20 to 30 range add them to a "green" list to choose my next point from, but that wouldn't scale very well if I wanted a map with say inner radius 30 and outer radius 400 as an example. Sorry if I didn't explain well, but I'm hoping to have this scale very well so I could set semi-random numbers for my map size, point count, minimum radius, and maximum radius.
Mar
13
revised How to select random points within grid meeting min/max distance requirements from each other?
Added example at the bottom.
Mar
13
asked How to select random points within grid meeting min/max distance requirements from each other?
Feb
28
awarded  Notable Question
Feb
10
comment Is it possible to tile box colliders without causing “false” collisions in Unity3D?
That's all I could come up with as well, but after tiling edge colliders next to each other, I noticed they could cause the exact same effects as the box colliders so instead I've went with the second part of your suggestion which did take some time to script.. but I think is very worth it.
Feb
10
accepted Is it possible to tile box colliders without causing “false” collisions in Unity3D?
Feb
6
revised Is it possible to tile box colliders without causing “false” collisions in Unity3D?
edited title
Feb
5
asked Is it possible to tile box colliders without causing “false” collisions in Unity3D?