joxnas

less info
reputation
211
bio website imagine-random.blogspot.pt location Portugal age 23 member for 2 years, 3 months seen 4 hours ago profile views 14

I'm taking a masters degree in informatics engineering, specifically in the areas of computer graphics and applications engineering at University of Minho, Portugal. I like digital arts and graphic design - http://cargocollective.com/joxnas - and I play guitar in my spare time. Occasionally I write a post in my blog too: http://imagine-random.blogspot.pt

65 Actions

 Oct20 revised Predicting enemy position in order to have an object lead its target added 612 characters in body Oct20 revised Predicting enemy position in order to have an object lead its target added 170 characters in body Oct20 revised Predicting enemy position in order to have an object lead its target added 308 characters in body Oct20 answered Predicting enemy position in order to have an object lead its target Oct20 comment Panning a 3d viewport in 2d direction with rotated camera @NoobGameDeveloper To know what the code above calculates see: people.sinclair.edu/nickreeder/eet155/PageArt/vector.gif Oct20 comment Panning a 3d viewport in 2d direction with rotated camera In actionscript I think the atan2 function does exactly the same... try it. Anyway, if it doesnt work , use this: `public static float vector2dAngle(float[] vector){ if(vector[0] != 0){ return (float) (vector[0] > 0 ? Math.atan(vector[1]/vector[0]) : Math.atan(vector[1]/vector[0]) - Math.PI);} else{ return (float) (vector[1] > 0 ? Math.PI/2 : -Math.PI/2);} }` Oct19 awarded Critic Oct19 comment Can I randomly generate an endless road? So we are in a tile and we see the 8 tiles around us which can be walkable or non walkable. When we go to one of the walkable ones, are the 8 around it regenerated randomly (Meaning the tile we were previously can change) ? Or are the tiles we never saw the only ones that are generated? Cause if it is the first option the question doesn't make much sense.. You need to explain yourself better Oct19 answered What are some methods which can be applied to make arcade-highscore games fun/interesting? Oct19 answered Panning a 3d viewport in 2d direction with rotated camera Sep30 comment Implementing fog of war in opengl es 2.0 game @Gajoo You would need to draw some kind of shadow shape in black immediately after drawing units vision mask Sep30 comment Why does my game loop speed vary on different platforms with the same hardware? You should also measure your game performance in render time instead of fps,since fps is not a linear measure. E.g, a drop from 600 fps to 300 fps (+1.67 ms of render time) is not as bad as a drop from 30 fps to 28 fps (+2.38 ms of render time). In your case its a diference of 1.33ms between windows and linux which is not too Much if you ask me. If your game runned at around 30fps you wouldnt even notice the difference. See this: mvps.org/directx/articles/fps_versus_frame_time.htm Sep30 comment Why does my game loop speed vary on different platforms with the same hardware? The fact that the question title changed makes this answer look like it doesn't belong here... Sep30 comment Why does my game loop speed vary on different platforms with the same hardware? I added an answer, thought I'm not really sure if it is what you wanted. About different FPS in different platforms, it probably has to do with the drivers being more optimized in different platforms, and also the way each OS deals with memory / threads / etc. Sep30 answered Why does my game loop speed vary on different platforms with the same hardware? Sep30 awarded Commentator Sep30 comment Why does my game loop speed vary on different platforms with the same hardware? when you say faster, are you refering to the game logic or the FPS ? Sep30 awarded Talkative Sep30 comment Why does my game loop speed vary on different platforms with the same hardware? I don't get it...You say the speed of the game is not stable, but your functions receive the elapsed time... So for instance, if animal A walks 1 unit per second, and you run update(2), it walks 2 units. It walked 2 units in 2 seconds which makes it walk 1 unit per second. If you give update function the argument 3, the speed would be the same, so what Am I missing here? The game logic shouldn't be running at a constant speed? Sep26 revised Implementing fog of war in opengl es 2.0 game improved formating