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visits member for 2 years, 9 months
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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?
Jan
5
comment How can I do optimal pathfinding for a Tetris piece?
Are you just wanting to handle the current move only or do you want to be planning for future moves as well? Current move only, I'd suggest just brute forcing it as the resources required should be quite minimal.
Dec
2
comment Keeping sprites nice and pixelated
Maybe not the right term for others, but if you were in C# with XNA, I'd assume you forgot to change your sampling state to PointClamp. What you describe regarding nearest-neighbor filtering when resizing should work just fine as long as you are scaling by whole value magnifications (x1, x2, x3, etc)
Nov
28
comment How to create a two-way teleport system?
Not sure about you, but I'd want more details in the OnTriggerEnter event such as where the player came from. If they came from a teleporter to trigger the event, simply skip firing off another teleport.
Oct
14
awarded  Yearling
Oct
14
awarded  Teacher
Oct
14
answered Should I bother merging faces in my 3D block-based game?
Sep
26
awarded  Good Question
Aug
26
awarded  Notable Question
Jul
9
awarded  Popular Question
Jul
2
awarded  Curious
Apr
15
awarded  Critic
Feb
6
awarded  Nice Question