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visits member for 3 years, 11 months
seen Mar 4 at 7:51

Feb
23
comment Units, Layers, and Isometric Ordering
I was reading falloutmods.wikia.com/wiki/Fallout_2_editor_introduction and noticed that they have a layer for all scenery. I'm guessing that the scenery is actually not a separate layer that is rendered after/before the wall layer, but everything placed in the scenery layer is drawn in the correct z-order along with the wall layer? I'm not sure if that would solve the problem.
Oct
17
comment Debugging-Setting Consoles in Games
Holy moly. Thank you so much. I've always wondered what the mysterious C++ metaprogramming was. It was never touched upon in any CS classes. Guess now is a good time to look into it. Yes, I am using C++. Do you have any learning resources for metaprogramming/reflection/introspection you would recommend?
Aug
20
comment How can I get my objects to move at the same speed regardless of frame rate?
Also I noticed that on some of the PCs, there is some screen tearing, while on others it's smooth as butter.
Aug
20
comment How can I get my objects to move at the same speed regardless of frame rate?
By time measurement you mean different units are being multiplied?
Aug
20
comment How can I get my objects to move at the same speed regardless of frame rate?
I made the changes and it's running better on the other computers I've tested except one. The ball that moved really slow on one pc moves really fast now, and there is a lag between input and paddle movement. Does frame independence not necessarily mean that it will run the same speed on all computers? The computers that run it much better know still have slightly different speeds.
Aug
19
comment How can I get my objects to move at the same speed regardless of frame rate?
Although I've worked with vectors in calculus, I'm not really understanding how I can transform that into code. Is direction.x the same thing as the value of cos(radians), except that I'm not calculating every single time (since cos() has overhead cost)?
Aug
19
comment How can I get my objects to move at the same speed regardless of frame rate?
I know that for the ball movement I don't factor in time. I tried ballVelocity * sin(radians) * (deltaTicks/1000.f) but the problem with that is that if the velocity of the ball is 30pix/sec, the ball is suddenly drawn 30 pixels in the direction of the angle when the ball is launched.
Aug
19
comment How can I get my objects to move at the same speed regardless of frame rate?
Man, the code thing is formatting it weird. Can't get the function name and parameters into the code box...
Mar
9
comment Frame Independent Movement
thanks bummzack.
Mar
9
comment Frame Independent Movement
thanks, that makes sense. I have an another question above.
Mar
9
comment Frame Independent Movement
so, then in the lazyfoo tutorial, what does the 1000 mean in deltaticks/1000.f? FPS? 1000 milliseconds? I'm a bit confused right now. It seems that FPS is necessary in determining the time required for each frame, but that it doesn't actually calculate into the movement.
Mar
9
comment Frame Independent Movement
hm, I realized though that the milliseconds for each time frame would probably be variable, wouldn't it? Something like getTicks()-startTicks would always be different and not constant.
Mar
9
comment Frame Independent Movement
In the example you give, 50 milliseconds is the time for each frame, correct? And that was calculated by 1000/FPS? And so the movement you need to make each frame is pixels per second * 50/1000?
Jan
4
comment Physics in my game confused after restructuring the Game loop
Shouldn't you be working on exposing government corruption and solving your personal sexual assault case? :p
Jan
4
comment My game is dull; how would you make it more exciting?
You're being your own worst critic. Listen to your customers. One of them says to get rid of auto-aim. Maybe you want to work on compatibility issues? It seems like some people can't get it to run.
Dec
27
comment Time based movement Vs Frame rate based movement?
Not only will things move fast or slow depending on the computer it is running, but all animations will move at the same rate - what that means is that some animations will run super fast, while some run a bit slower, making it look really odd.