Reputation
1,097
Top tag
Next privilege 2,000 Rep.
Edit questions and answers
Badges
2 10
Newest
 Explainer
Impact
~28k people reached

Aug
21
comment When should we save our game data?(Before quit game or just when some data changed?)
I see at least three other options : 1) as @Ocleot said, the user can save by his own 2) save every xxx seconds, and 3) save at 'important' moments of the game. What's nice with 3) is that you can prevent the possible slow-down of the saving if you do it while something very simple is happening in the game (a door opening / a non-playable cinematic moment / ... ).
Aug
19
revised Projectile Rotation During Flight (Tank Game)
added 218 characters in body
Aug
19
revised Projectile Rotation During Flight (Tank Game)
added 192 characters in body
Aug
19
revised Projectile Rotation During Flight (Tank Game)
added 90 characters in body
Aug
19
answered Calculating pitch angle to hit a target using a projectile that has fixed speed
Aug
19
answered Projectile Rotation During Flight (Tank Game)
Aug
18
comment JS Canvas - Creating 2D Game lighting effect like Terraria
Well i quite agree but for this fiddle i re-used my 'basic' fiddle so there's far too much code that isn't relevant.... I'm sure someone will let me know if jsfiddle goes down !!! :-)
Aug
18
awarded  Explainer
Aug
18
revised JS Canvas - Creating 2D Game lighting effect like Terraria
added 26 characters in body
Aug
18
revised JS Canvas - Creating 2D Game lighting effect like Terraria
added 148 characters in body
Aug
18
revised JS Canvas - Creating 2D Game lighting effect like Terraria
corrected wrong link
Aug
18
suggested approved edit on JS Canvas - Creating 2D Game lighting effect like Terraria
Aug
18
answered JS Canvas - Creating 2D Game lighting effect like Terraria
Jul
4
comment How Many Particles at a Time?
The answer is 2876 particles.
Jun
25
answered how to handle interactive choice in the middle of the game loop?
Jun
7
comment Working but flawed bullet spread (vector math)
Glad to help an enthusiastic coder !! Let me know if my pseudo-code leads you to a bullet spawn that fits your needs. Right now i'm out of time, but i might edit later to improve a bit all that.
Jun
7
revised Working but flawed bullet spread (vector math)
added 21 characters in body
Jun
7
comment Working but flawed bullet spread (vector math)
No copy !! just look at what you write here : you are writing a = b, so it would be a MAJOR language flaw if a = b was understood as a = copy (b), since for instance you would have (a != b) right after writing a = b; !!!! And forget about ’->’ if i may. (or look here stackoverflow.com/questions/13476430/… )
Jun
7
comment Working but flawed bullet spread (vector math)
Ok, you made the very common mistake (no shame here) about what is an object '==' a pointer. I use to think of it as an arrow : when you write ‘bullet = activeFirearm.bullet[i]‘, you are now having ‘bullet‘ as an arrow designating the very object that is stored at the i-th position in the activeFirearm.bullet array. Any change to ‘bullet‘ is right the same as a change to this i-th object. (Maybe you could think of it about 'synonym', if you prefer.)
Jun
7
comment Working but flawed bullet spread (vector math)
I'm not sure i understand your last question. Are you thinking of the case where the player switches weapon ??