| bio | website | twitter.com/szymon_kurek |
|---|---|---|
| location | Warsaw, Poland | |
| age | ||
| visits | member for | 9 months |
| seen | 1 hour ago | |
| stats | profile views | 41 |
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Jan 14 |
comment |
Are there many games involving the manipulation of water? I don't think it's a good answer. DF's simulation of water is pretty basic, you can't do large systems because of CPU usage, and besides DF is a "simulation of everything". |
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Jan 13 |
comment |
How do I spawn enemies with a delay using threads? Why whould you want a thread to spawn enemies? That's too big a cannon for your problem, and you can shoot yourself in the foot.. |
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Jan 12 |
answered | FPS games: don't they have unrealistic one-eyed view? What are the causes? |
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Jan 4 |
comment |
How can I remove enemies from my ArrayList after they have died? Agreed there's no need to implement it before it becomes a problem. But actually knowing it exists solves issues of "which data structure to choose", since ArrayList with the swap trick beats sets and linked lists by a large margin, in both iteration and removal. Unless you want an ordered list, or some form of pooling objects. |
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Jan 4 |
comment |
How can I remove enemies from my ArrayList after they have died? There is a lot of good info in this answer, but it's possible to easily remove items from an "unordered" ArrayList in O(1), which I find a very good solution to this problem. See my answer. |
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Jan 4 |
answered | How can I remove enemies from my ArrayList after they have died? |
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Jan 3 |
comment |
Is a “game engine” a necessity for making a game? @AndyHarglesis not OS APIs; at least not on Windows or Linux. It's an API implemented by drivers, which are run by the OS. There are also fallback implementations (software rendering), which are provided by the OS, but they are also provided as a driver. OTOH, I don't know the architecture of mobile devices, so... |
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Jan 3 |
answered | Casual gamer age distribution |
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Jan 2 |
comment |
Tilemap collision detection strangeness @ErikBergsten I still think your else if is incorrect, because with high mx values the right corner can move 2 tiles while the left moved 1 tile (even though it's the same distance - if the rectangle is in the center of a tile, and end's up moving 1.5 tiles to the right, then the tile-division will be underneath the center of the rectangle). |
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Jan 2 |
answered | Tilemap collision detection strangeness |
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Jan 1 |
comment |
16-bit PNGs in Slick2D You should mark your are answer as the appropriate one. |
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Dec 27 |
comment |
I would need an idea on how to animate a player in a board game that is top-down and 2D? You forgot "Being kidnapped by a giant eagle and dropped at the destination". I'm sure there's a youtube vid of that somewhere :) |
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Dec 24 |
comment |
Non Updated Paint Graphics in Java Why do you first call drawImage, and then construct a new ImageIcon for the tank variable? That's weird |
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Dec 24 |
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Function calls between classes and driver program in text based game What's a "driver program"? |
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Dec 23 |
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Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs @Prodigga I think you could reduce the search space by looking only at the important points. Check the edit to my answer |
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Dec 23 |
revised |
Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs added 638 characters in body |
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Dec 23 |
answered | Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs |
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Dec 22 |
comment |
Could the delta frame time be negative? Is QueryPerformanceCounter sensitive to, for example, the user changing the system time? |
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Dec 22 |
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How can I measure the execution time of some code? This should be basic ABC for every game coder, since this is needed to write a proper game loop... |
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Dec 22 |
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Map is rendering too slow @JonathanO one more question - why are calling SDL_UpdateRect(Screen, 0,0,0,0); with every Sprite::Draw()? |