1,516 reputation
713
bio website linkedin.com/in/blairholloway
location Melbourne, Australia
age 29
visits member for 4 years
seen Jun 21 at 5:01
Programmer, developer of video games, advocate of XNA Game Studio, occasional coffee addict.

Jul
14
awarded  Yearling
Dec
16
awarded  Nice Question
Jul
14
awarded  Yearling
Apr
7
awarded  Notable Question
Jul
14
awarded  Yearling
Jul
7
awarded  Nice Answer
Apr
23
awarded  Nice Answer
Dec
13
comment ELO algorithm for handling people who don't play often
@davidluzgouveia - that's not strictly the definition of "fair". When scoring players in a tournament, the result is "fair" if no player has an advantage that another player does not (without respect to skill). Having said that, I think the case we're talking about is a casual competition between friends; the scoring is more about encouraging participation than outright winning.
Dec
13
answered ELO algorithm for handling people who don't play often
Dec
7
comment How can I orient a projectile along its flight path?
If you want to point your projectile toward Vector3.Up (or down), you still need to transform the Vector3.Forward vector; however, you should save the projectile's quaternion, and use it next frame to derive an up vector, rather than using Vector3.Up in your calculations: Vector3.Transform(Vector3.Up, quaternionLastFrame). This ensures your projectile won't suddenly flip.
Dec
7
answered Do 2D games have a future?
Dec
7
answered What quality should my sounds be?
Dec
7
answered How can I orient a projectile along its flight path?
Dec
6
answered How do I efficiently code both the client and server at the same time?
Dec
4
comment How should a team share/store game content during development?
I didn't suggest using Dropbox as a version control solution, but rather for transporting deliberately unversioned files. I can't comment on SpiderOak as I've never used it.
Dec
2
comment How should a team share/store game content during development?
@romkyns: Yes, I'd definitely store it all in a VCS. At some point, you'll regret not having it. In regard to managing very large repositories: it's a pain, but it can be mitigated by placing data in separate repositories. Our current project at work has an "art-source" repository (100+ GB) and an "intermediate" repository (~20 GB). The artists commit their texture/model sources into art-source, but then export them into intermediate for consumption by the game (or build system). Only the artists need the full art-source repo; everyone else just needs intermediate.
Nov
30
awarded  Enlightened
Nov
30
awarded  Nice Answer
Nov
30
answered How should a team share/store game content during development?
Nov
17
answered How to implement “bullet time” in a multiplayer game?