| bio | website | scivium.com |
|---|---|---|
| location | Oceanside, CA | |
| age | 40 | |
| visits | member for | 2 years, 9 months |
| seen | May 17 at 7:09 | |
| stats | profile views | 131 |
Game developer since 1996. Many shipped games. Some did very well, some did not-so-well. Strong opinions about the Right Way.
-tom!
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Sep 23 |
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How to make the player slide smoothly against terrain My thought is that you tweak it to look ok; certainly if it is too big it'll look like you're bouncing but if it's subtle enough it'll just keep you from getting hung up on slight bends in the surface. |
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Sep 23 |
answered | How to make the player slide smoothly against terrain |
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Sep 17 |
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Where can I find resouces for developing an “Intro to Game Development” class at a Community College? Unity is not restricted to mobile. |
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Sep 16 |
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2D AABB collision response You don't handle d1 or d2 equalling zero. Beyond that, why did you do X math and assign it to Y? I don't think you're getting the data that you want to get, which could explain why you're seeing behavior you don't want. -- The "check against the diagonals" idea is clever, now you just need to implement it correctly. :) |
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Sep 15 |
answered | importing 3ds max ( .max) file into blender |
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Sep 15 |
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2D AABB collision response This returns the same data that the OP's test does, it just computes it differently. (Note the divide-by-2 instead of a variable named 'double...') |
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Sep 15 |
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Why do we use physics engines for collision testing or raycasting? We used the GPU on the (first) PlayStation to do our raycasts. Render the scene real quick from the "shooter", each entity a different color. Whatever color the center pixel is tells you the thing you hit... :) |
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Sep 15 |
revised |
2D AABB collision response added 65 characters in body |
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Sep 15 |
answered | 2D AABB collision response |
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Sep 14 |
answered | What technical questions do you need to be prepared to answer before presenting an idea to venture capitalists? |
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Sep 14 |
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Efficient way of drawing outlines around sprites Scaling up will give better results than doing nothing and would also be a useful step along the path to "perfection." While the graphical results won't be perfect, if this were for an internal tool it may be Good Enough. |
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Sep 14 |
answered | Efficient way of drawing outlines around sprites |
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Sep 14 |
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Tweaking and Settings - Runtime variable modification and persistence This would be sweet in an office environment. Walk over to talk to an artist, and connect to and start fiddling with the neighboring designer's running game while he's trying to set up some encounters... |
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Sep 13 |
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What options do I have for a 3D game without graphics but yet maintaining physics for later? I think that this is a decent question, undeserving of a negative score. |
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Sep 13 |
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What options do I have for a 3D game without graphics but yet maintaining physics for later? @Prix the point is that you don't have to work it all over once it's done. If the initial solution looks fine, just keep it. You don't need to draw the boxes, you can just use them for the physics. You don't need to rewrite anything if your eventual character uses the same code as the renderer you write for these primitives. |
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Sep 13 |
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Cross-Platform Audio API Suggestions Sadly, FMOD is very buggy and the developers are slow to respond to issues. For simple "play this sound" it's fine, but once you start really using it the deficiencies really start to show through. |
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Sep 13 |
answered | Level Implementation |
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Sep 13 |
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What options do I have for a 3D game without graphics but yet maintaining physics for later? @Prix - later you just put in different visuals and update the collision model if it becomes important for some reason. Don't worry about later, though; software can be changed. |
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Sep 13 |
answered | What options do I have for a 3D game without graphics but yet maintaining physics for later? |
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Sep 10 |
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Version control for game development - issues and solutions? If I had to choose one VCS for (large scale) game development, it would be Perforce. If I could choose multiple, I would add a DVCS for text assets (code, scripts, and other miscellaneous data files) but keep Perforce for binary assets. |