BlueRaja - Danny Pflughoeft

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bio website blueraja.com/blog
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visits member for 3 years, 7 months
seen 2 days ago

2d
comment What path finding algorithms are there?
Related: cstheory.stackexchange.com/questions/11855
Apr
8
comment Detect obstacles in path on a tile-based map
You may want to see gamedev.stackexchange.com/questions/58963
Feb
21
answered How to trust a UDP Client
Feb
21
comment How to trust a UDP Client
The concept you're looking for is 'authoritative server,' and has been asked about many times before on this site.
Feb
21
comment Run a physics simulation on both client and server?
The statement "IEEE 754 binary32 floats [..] behavior is strictly defined for operations such as +-*/" is completely false. All of those operations in IEEE-754 could vary based on the implementation. See here and here for more info.
Feb
19
answered How can I prevent rigid bodies from moving through each other using Unity's built-in physics?
Feb
19
comment GUIText size on 4:3 and 16:9 is different
What is your question? What does your code look like?
Feb
19
comment Sprite Rendering Cost Calculation
Don't set the background sprite immediately...
Feb
15
revised When one should use events in Unity and how they impact performance?
added 379 characters in body
Feb
15
answered When one should use events in Unity and how they impact performance?
Feb
14
comment Design Question, Thoughts on Path Finding for a Galaxy Map
@Christian: ...Why do you think Floyd-Warshall would be better than A*? It's O(V^3), while A* is O(E + V log V). Floyd-Warshall is typically only used when you have negative-edges, which A* can't always handle correctly.
Feb
13
comment How to clamp player movement correctly?
See stackoverflow.com/a/21557543/238419
Feb
12
answered Get GameObject to bounce of colliders
Feb
11
comment Create sprite renderer using custom material
The sprite needs to have texture type 'sprite', doesn't it?
Feb
10
answered How do I avoid A* pathfinding lists exploding?
Feb
7
comment Strange collision behaviour in 2D game even though the collision is very basic
@Varaquilex Oops! Try now.
Feb
7
revised Strange collision behaviour in 2D game even though the collision is very basic
added 7 characters in body
Feb
7
answered Strange collision behaviour in 2D game even though the collision is very basic
Feb
7
comment Match-3 “find matches” function not returning correctly
You should post this code-review after you have finished debugging, because - I'm going to be blunt - the code is awful. They will recommend that you extract portions of this into smaller methods.
Feb
7
comment How can I keep two racing players synchronised?
@ZahaibJaved Often the only real solution is to hide the latency through animations. Rather than slowing down as they come up to the obstacle, consider stopping completely at the edge and performing a "getting ready to jump" animation that takes a full second to play. Once the "did they make it" packet comes through, perform the actual jump and lerp forwards to their real position.