BlueRaja - Danny Pflughoeft
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Jul
26
comment How do I implement a retro-style password-based “savegame” system?
"..and run it through some reversible hash-like operation.." - Or take the hash and append some of its bits to the end of the password. When used like this, it's called a checksum.
Jul
13
awarded  Autobiographer
Jul
8
comment Could frame interpolation like used by SmoothVideo Project be an option to increase the framerate of games without as big a performance hit?
My experience has been that these systems have tremendous input latency, like 200+ms (12+ frames at 60fps). This is the reason those TV's typically have a "gaming mode" that disables that feature.
May
1
comment Move Sprite in direction of rotation
@coolblue2000: answers.unity3d.com/questions/46770/…
May
1
answered Move Sprite in direction of rotation
Apr
27
awarded  Necromancer
Mar
27
comment How to “merge” multiple intersecting circles so that only the outer edges of each show?
@douglasg14b "I can't fill them all in since there are other objects in the scene in and around the circles that would be covered as well" - You don't draw directly onto your scene, you draw onto a separate texture (using "transparent" pixel color instead of "white" for step 2) then draw the texture onto your scene when you're done. You don't need to "know what is inside another circle".
Mar
27
comment How to “merge” multiple intersecting circles so that only the outer edges of each show?
"I'd still need a way to identify what is the "inside" the intersections and what is "outside" any intersections" - That's exactly what this answer gives you. To explain it simpler: Draw filled-in red circles, then draw filled-in white circles with slightly smaller radii at the same points.
Mar
27
comment How to “merge” multiple intersecting circles so that only the outer edges of each show?
Voting to close. The question you linked is tagged 'shader' but the actual question (and the answers) are not specific to shaders.
Mar
27
comment How to “merge” multiple intersecting circles so that only the outer edges of each show?
+1, but please stop posting new answers.
Mar
20
comment A* pathfinding not finding shortest path with weird behavior
This is an excellent use-case for unit tests...
Mar
13
revised Determine arc-length of a Catmull-Rom spline to move at a constant speed
Improve title to include the actual problem, to make this easier to find on google
Feb
25
revised How can I make a “random” generator that is biased by prior events?
deleted 8 characters in body
Feb
25
revised How can I make a “random” generator that is biased by prior events?
added 6 characters in body
Feb
25
answered How can I make a “random” generator that is biased by prior events?
Feb
13
comment How To Smoothly Animate From One Camera Position To Another
You are using Lerp() incorrectly; please see this blog article.
Jan
5
comment How can I make A* finish faster when the destination is impassable?
One very simple solution that hasn't been mentioned is HPA*
Sep
30
awarded  Explainer
Sep
7
awarded  Yearling
Aug
29
comment How to use an A* Pathfinding System across uneven environments?
Read the instructions on how to use your pathfinding library? Setting path-costs is a basic prerequisite for using A* on a graph.