4,709 reputation
11038
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location Minnesota
age 31
visits member for 2 years, 1 month
seen 18 mins ago

I work in php and I play in C#

My picture's source: http://www.youtube.com/watch?v=x95-MROEFgk


1h
comment Explaining vector math for a pendulum camera
Guessing from their names, each of those components is orthogonal to the others. So they could be combined to produce any direction, and the following call to Normalize would turn it back into a unit vector.
4h
answered Explaining vector math for a pendulum camera
10h
comment How can I avoid having many singletons in my game architecture?
-1: This answer wrongly describes the singleton pattern, and all its arguments describe the problems with poor implementation of the pattern. Proper singleton is an interface, and it avoids every single problem you described (including the shift to non-singleness, which is a scenario that GoF addresses explicitly). If it is difficult to refactor the use of a singleton, then refactoring the use of an explicit object reference can only be more difficult, not less. If singleton somehow causes MORE code coupling, it simply was done wrong.
1d
awarded  Explainer
1d
reviewed Leave Open Converting time of day into a smooth day/night variable?
Sep
26
reviewed Leave Open Terrain texture extra blurry - Unity
Sep
26
reviewed Close Is there an FBX file/model viewer for Mac OS X?
Sep
25
reviewed Close C# XNA Rectangle.Contains returns false?
Sep
25
comment Finding a vector perpendicular to a current vector
possible duplicate of Is there a better way of determining direction to turn?
Sep
19
comment Elevation model for hexagonal game grids
Another thing: StackExchange is not a traditional forum. The helpful information should be included in the post, and readers should not need to email you to get a complete answer. Also because this is not a forum, there is no way for people to re-question your answer. So not only is inviting questions inappropriate, it will not work. See gamedev.stackexchange.com/help/how-to-answer.
Sep
19
reviewed Reviewed Elevation model for hexagonal game grids
Sep
19
comment Elevation model for hexagonal game grids
It's not clear how you are addressing the actual question. You have discussed the topic somewhat, though your overall point is also difficult to isolate. What do these pixel sizes have to do with hexagonal geometry and elevation?
Sep
19
reviewed Approve suggested edit on Are there any advantages to different programming paradigms specifically releated to game programming?
Sep
15
reviewed Leave Open Can an existing game be optimised by converting it to use cel-shading?
Sep
15
reviewed Close Advice for implementing gear/effects/abilities
Sep
14
comment Hide collision layer in libgdx with TiledMap?
Can you link to the documentation? Your answer suggests that the accepted answer is out-of-date, so a reference would be good.
Sep
14
reviewed Looks OK Hide collision layer in libgdx with TiledMap?
Sep
14
reviewed Leave Closed Vertical vs horizontal hex grids, pros and cons
Sep
14
reviewed Close How to handle network game
Sep
14
reviewed Close Why are character-classes used in game design?