591 reputation
17
bio website gamealchemist.wordpress.com
location France
age 38
visits member for 1 year, 10 months
seen Jul 26 at 12:17

Hi,

I'm a french independent developer coding in Javascript.

I hire my services as Javascript Consultant, i already solved problems ranging from small debug issues to more important architectural design advices.

Do not hesitate to contact me for more informations.

I Have a small blog talking about Javascript and video games here :

http://gamealchemist.wordpress.com/

And i published some of my libs here :

https://github.com/gamealchemist/


Jul
18
comment Detect which object conceals another one
don't think of 'z' as indicating the 'depth' or something : just think of it as way of sorting your items. In a second time you might use the z to change the scale / project y for a quite nice effect. The math are a bit tough though.
Jul
18
comment Detect which object conceals another one
isn't a z-sort of your elements the way to go ? (you'll have to think about intersection vs z, since character, when behind the house, intersects with the house but not the door).
Jul
16
comment How to check for collisions in “diagonal” tiles?
You should use the 'right' tile size, in this case your tiles should be half as big, this way you'll have far less special cases to handle (4 tiles would be enough for your slope i guess).
Jun
4
comment How can I find the right UV coordinates for interpolating a bezier curve?
By 'not valid' i mean that the texture will be stretched in the outer part of the curve if using only one quad per segment. -that will be case also when using one equal lenght segment like Anko suggests- Now if you use enough segments (more than in the O.P.'s image) the artifact might be negligible and the solution perfectly OK.
Jun
3
comment How can I find the right UV coordinates for interpolating a bezier curve?
I don't know why @KromStern deleted its post, which was the most valuable, not to say it was just the right answer. I deleted my post since, after some small experiments, i proved it completely wrong : approximating one of the trapezoid by a rectangle is impossible when the difference in upper/lower width can be >40% even for a moderate slope with a good amount of polygons. Opsenas and API-Beast 's answers are, for the same reason, not valid either.
Jun
3
comment How to implement soft edge areas with particles
Do you want the particles to move, or is just a still background ? i'm afraid i might have misunderstood... :-/
Jun
2
comment How to get scripted programs governing game entities run in parallel with a game loop?
Short answer is : using a parser to 'understand' the codes and one finite-state machine per robot to make it run. You might look also about what is an interpreter. (on wikipedia, a tutorial, ... )
Jun
1
revised collision detection algorithm issue
added 21 characters in body
Jun
1
answered collision detection algorithm issue
Jun
1
comment collision detection algorithm issue
@TimothyGroote : O.P. does the collision test the right way. Think of each inner condition as a rejection condition : too far on the left, too far on the right, ... It is faster since result is computed as soon as ONE reject condition is true. If you code it the other way ALL inclusion tests must be performed (&&).
May
31
revised How to implement soft edge areas with particles
added 101 characters in body
May
31
comment How to implement soft edge areas with particles
I mean it's a complete boolean test : Do i need to fill this tile ? , true or false, is given by the test of the low-res test on imageData[(x+y*width)*4] != 0, that is to say == 'did i draw something on the lower res canvas at that tile place ?'. Then if yes, i use some elaborated prime-number-filled formula (getRandomNumber) to go from (x,y) to a 'random' tile index that will always provide the same number for a given area + (x,y). I don't see how things could overlap if you properly define your polygon so i don't get your second question.
May
31
revised How to implement soft edge areas with particles
added 1057 characters in body
May
31
revised How to implement soft edge areas with particles
added 8 characters in body
May
31
revised How to implement soft edge areas with particles
deleted 2 characters in body
May
31
revised How to implement soft edge areas with particles
added 1 character in body
May
30
answered How to implement soft edge areas with particles
May
18
comment Line of sight on a 2d grid
Most interesting comments, thanks. I updated my post.
May
18
revised Line of sight on a 2d grid
deleted 87 characters in body
May
18
answered Line of sight on a 2d grid