| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 10 months |
| seen | May 7 at 12:22 | |
| stats | profile views | 31 |
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Feb 14 |
answered | How might I script the creation of CLR objects? |
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Feb 6 |
answered | How do I calculate consistent frame timings at 60fps? |
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Feb 6 |
comment |
How do I calculate consistent frame timings at 60fps? It's not really enough for an answer, but take a rolling average and then truncate to be an integer? |
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Feb 6 |
answered | Run a physics simulation on both client and server? |
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Feb 6 |
answered | Centralized User database for multiple Systems |
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Feb 5 |
comment |
3d transformation of game world keeping gameplay 2d - COCOS2D 2.0 I thought the idea of Fez was that it was actually a 3D game? Everything was encoded in 3D, it just used an Orthographic projection (things don't get smaller in the distance) in comparison to a perspective projection (things do). |
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Feb 5 |
answered | Calculate intersection of a line with a plane |
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Oct 22 |
awarded | Nice Answer |
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Aug 5 |
awarded | Nice Answer |
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Jul 23 |
awarded | Nice Answer |
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Jul 23 |
comment |
How does Dwarf Fortress keep track of so many entities without losing performance? +1 for this, for actually explaining what's going on, rather than wittering on about graphics like me. :) |
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Jul 23 |
answered | How does Dwarf Fortress keep track of so many entities without losing performance? |
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Jul 20 |
comment |
Rotating a polygon around it's center You do this so the ship's centre is at (0,0). You turn the ship to the orientation you want first, and then move it to where you want it. Imagine you were using a drawing compass - if you set some length on it then rotating the compass around leaves a circle with the radius being the length. If your length was zero then the pencil is equivalently on the spot. |
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Jul 19 |
answered | Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.) |
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Jul 19 |
comment |
Tilting a platform on its axis? Note that this is acceleration of angle change, not velocity, so your calculation to get your new angle is to calculate the new velocity ( old_velocty + angular_acceleration*timestep) and then apply this to get the new angle (old angle + new_velocity*timestep). You may also want to set a minimum and maximum angle your platform can turn to, or you might find that you get a propeller instead. :) Things like box2d will help here as they'll do a lot of the heavy lifting for you. May be worth a look for this kind of project. |
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Jul 19 |
comment |
Tilting a platform on its axis? Almost. It's to do with moments and torque, especially in relation to angular momentum. Roughly, take sin(angle of platform) and multiply by the magnitude of the force (player mass * gravitational constant). From this you have torque, which is equal to the moment of inertia I (Bigger and heavier things have a bigger I, so turn slower) multiplied by angular acceleration. Divide by your chosen I for this platform (tweak it 'til it feels 'right') and you have the acceleration to apply to your angle variable. |
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Jul 19 |
comment |
Rotating a polygon around it's center I forgot to mention - you don't need to un-do the position translation. Remove gl::translate(Vec2f(-m_Pos.x, -m_Pos.y)); as well. |
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Jul 19 |
answered | Tilting a platform on its axis? |
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Jul 19 |
answered | Rotating a polygon around it's center |
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Jul 18 |
comment |
Collision detections too fast? @DavidLively Yep, edited that into the answer. :) |