| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years, 8 months |
| seen | Mar 24 at 19:36 | |
| stats | profile views | 43 |
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Nov 29 |
awarded | Nice Answer |
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Feb 14 |
comment |
How to handle pixel-perfect collision detection with rotation? A potential optimization would be to have a list of perimeter pixels in the rotated object, and only test against those. Though keep down this path and you'll quickly end up at polygons... |
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Sep 1 |
awarded | Yearling |
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Oct 21 |
comment |
How do you choose the right price of items in your games? I also was going to suggest excel. It's also worth noting that once you've found your 'top' and 'bottom' player, you have to consider the difficulty of the challenges; if most people will win most races on their first try, then something close to the top player is what you want to focus on, and the converse if your game is tuned 'hard'. |
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Oct 20 |
comment |
Does anyone write games in Delphi? Actually, using Mono, you can work seamlessly on Mac/Linux as well, and MonoTouch/MonoDroid allow working on iDevices and Android. So it's not really all that limiting. ;) |
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Oct 20 |
comment |
Not sure how to handle “deceleration” That's a very interesting formula. I'll have to keep that in mind for the future! |
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Oct 20 |
comment |
C# XNA Elasticity Behavior Why would you want to implement it if you don't know what it is? |
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Oct 20 |
comment |
Not sure how to handle “deceleration” Also little semantic detail.. in the statement velocity.i += speed; the speed is in fact your acceleration, i.e. the rate that velocity changes by. :) |
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Oct 20 |
answered | Not sure how to handle “deceleration” |
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Sep 13 |
comment |
How can I implement dialog trees into my game? XML is just a format (and, IMO, a bad one). Really what this answer says is, "Create a small domain language that contains basic logic and flows, but primarily consists of your dialogue, and parse it." In that general way, I agree with this answer. |
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Sep 10 |
answered | Implementing a 2D Platformer Game Engine |
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Sep 10 |
comment |
Deal with mini states in game Definitely this: I do it all the time and twinge with pain every time I cross code using switch for state handling... The advantage of this is also that you can have each state "store state", initialize, deinitialize, etc, when it transitions in and out. |
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Sep 10 |
revised |
What are good, simple action games/action RPGs to emulate? added 527 characters in body; added 19 characters in body |
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Sep 10 |
answered | What are good, simple action games/action RPGs to emulate? |
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Sep 8 |
comment |
Fixed time step vs Variable time step Strongly agree with that last point; in pretty much all games, input should 'slow down' when the framerate drops. Even though this isn't possible in some games (i.e. multiplayer), it would still be better if it were possible. :P It simply feels better than having a long frame and then having the game world 'jump' to the 'correct' state. |
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Sep 8 |
comment |
How to take into consideration the effect of initial rotation of a ball hitting & reflecting off a surface Have you tried it and observed the results? |
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Sep 8 |
comment |
Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots So BananaRaffle: Would you say this is an accurate summary of your answer: "All 3 of the solutions you posted have their uses, as do others. Don't look for the one perfect solution, just use what you need where it makes sense." |
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Sep 7 |
comment |
what is the best way to eliminate grinding in games? That's fair, but it's not really what you said in your answer. ;) |
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Sep 6 |
awarded | Critic |
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Sep 6 |
comment |
what is the best way to eliminate grinding in games? This is kind of silly... If you are providing tools so that people don't have to play your game, then what exactly did you bother making a game for? |