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Jul
15
awarded  Commentator
Jul
15
comment Should I share classes on the server with the client?
@Nick then accept his answer.
Jul
4
awarded  Critic
Jun
23
comment Sometimes my game runs fine, other times it's shaky, why?
I had a similar problem and the following (classic) article solved it: gafferongames.com/game-physics/fix-your-timestep
Jun
17
revised How should I store grid-based character inventories in the database?
deleted 4 characters in body
Jun
16
revised How should I store grid-based character inventories in the database?
added 79 characters in body
Jun
16
revised How should I store grid-based character inventories in the database?
deleted 2 characters in body; added 269 characters in body
Jun
16
answered How should I store grid-based character inventories in the database?
Jun
12
answered change direction navmesh agent on collision encounter
Jun
12
revised How can i get almost pixel perfect collision detection in a multiplayer game?
deleted 3 characters in body
Jun
12
awarded  Yearling
Jun
12
revised How can i get almost pixel perfect collision detection in a multiplayer game?
added 385 characters in body
Jun
12
answered How can i get almost pixel perfect collision detection in a multiplayer game?
Jun
12
comment How can i get almost pixel perfect collision detection in a multiplayer game?
What exactly is the problem? The collision detection code isn't working as expected? Or are you having troubles with your game entities acting differently across multiple clients?
Jun
6
answered spinning a 2d Cube
Jun
6
answered 2D Tile Collision free movement
May
27
answered Fixed timestep and interpolation question
May
27
answered Non-perfect maze generation algorithm
May
23
comment Random/procedural generation of puzzle-platform levels
We aren't sure of OPs programming capabilities as well as his game's complexity. But I agree, he should make use of constraints within his generation step. Updated my answer.
May
23
revised Random/procedural generation of puzzle-platform levels
added 332 characters in body