1,172 reputation
210
bio website
location
age
visits member for 2 years, 4 months
seen 2 days ago

Jul
9
awarded  Yearling
Jul
9
awarded  Yearling
Feb
14
answered How might I script the creation of CLR objects?
Feb
6
answered How do I calculate consistent frame timings at 60fps?
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?
Feb
6
answered Run a physics simulation on both client and server?
Feb
6
answered Centralized User database for multiple Systems
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).
Feb
5
answered Calculate intersection of a line with a plane
Oct
22
awarded  Nice Answer
Aug
5
awarded  Nice Answer
Jul
23
awarded  Nice Answer
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. :)
Jul
23
answered How does Dwarf Fortress keep track of so many entities without losing performance?
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.
Jul
19
answered Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.)
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.
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.
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.
Jul
19
answered Tilting a platform on its axis?