BlueRaja - Danny Pflughoeft
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Apr
18
comment Is UDP still better than TCP for data-heavy realtime games?
@Peter you're forgetting that in TCP every dropped packet stalls every subsequent packet. With 100ms ping it could easily be 300-500ms before that packet is retransmitted and received, so that's 6-10 packets that get stalled every 33 seconds. That will definitely be noticeable in a quake-like FPS.
Jan
16
awarded  Great Answer
Jan
15
revised Data structure for random outcome from a hit probability table
Moved to Github
Jan
15
comment How do idle games handle such large numbers?
I've looked at the decompiled source for TimeClickers, a Unity game. They just use double. If it had been me, I would have used BigInteger, though.
Jan
13
awarded  Scholar
Jan
13
accepted How are deterministic games possible in the face of floating-point non-determinism?
Nov
30
awarded  Custodian
Nov
30
reviewed Reject How does Dwarf Fortress keep track of so many entities without losing performance?
Oct
21
comment Simple Diminishing Return with Cap
I did not downvote, but I don't think this is a good answer because it is not very flexible - square-root is not asymptotic, so if the max level ever changes, you need to change the formula in order to keep the max stat the same.
Oct
21
comment Simple Diminishing Return with Cap
Possible duplicate of How to develop RPG Damage Formulas? - tl;dr the keyword you're looking for is sigmoid curve
Sep
12
answered Game versions update?
Sep
7
awarded  Yearling
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.