| bio | website | |
|---|---|---|
| location | Emden, Germany | |
| age | 32 | |
| visits | member for | 2 years, 8 months |
| seen | yesterday | |
| stats | profile views | 71 |
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Oct 25 |
answered | How do you simulate frictionless movement? |
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Sep 16 |
answered | Driving Force GT: Force Feedback and Wheel Rotation |
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Sep 8 |
revised |
How can I animate a recursive algorithm? added 172 characters in body |
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Sep 8 |
answered | How can I animate a recursive algorithm? |
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Sep 7 |
awarded | Yearling |
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Sep 5 |
awarded | Nice Answer |
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Aug 29 |
comment |
What kind of digitizing tablet did developers use back in the day? You ought to review your third paragraph, for the missing f in 'shift' leads to wrong impressions. |
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Aug 23 |
comment |
Representing Wind in a Block-Based Game that's exactly what Team 17 used for "worms world party". In the Following image, upload.digiex.net/files/ojb03lktfjgnqn1jh6nn.png , the Coin-sahped objects in the background indicated wind speed and direction |
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Aug 22 |
awarded | Critic |
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Aug 15 |
awarded | Excavator |
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May 10 |
revised |
Fixed time step vs Variable time step Fixed a typo |
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May 10 |
suggested | suggested edit on Fixed time step vs Variable time step |
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May 3 |
answered | Need a better function for transportation efficiency |
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Jan 26 |
comment |
Event Driven Communication in Game Engine - Yes or No? The formal defintition of 'realtime' is the study of hardware and software systems that are subject to a "real-time constraint"—i.e., operational deadlines from event to system response. Real-time programs must execute within strict constraints on response time. (wiki) en.wikipedia.org/wiki/Real-time_computing |
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Jan 24 |
comment |
Where to start writing games, any tutorials or the like? Kinda duplicate of gamedev.stackexchange.com/questions/41/… |
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Jan 24 |
awarded | Editor |
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Jan 24 |
revised |
Calculating camera frustum planes using existing matrix edited body |
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Jan 24 |
answered | Calculating camera frustum planes using existing matrix |
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Jan 3 |
answered | Collision Systems Implementation |
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Jan 3 |
comment |
Collision Systems Implementation Please add some additional information about what you want to achieve. Do you need 2D or 3D collision detection? How many objects will have to be checked? What precision do you need? |