| bio | website | linkedin.com/in/blairholloway |
|---|---|---|
| location | Melbourne, Australia | |
| age | 28 | |
| visits | member for | 2 years, 10 months |
| seen | May 1 at 6:02 | |
| stats | profile views | 40 |
Programmer, developer of video games, advocate of XNA Game Studio, occasional coffee addict.
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Apr 7 |
awarded | Notable Question |
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Jul 14 |
awarded | Yearling |
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Jul 7 |
awarded | Nice Answer |
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Apr 23 |
awarded | Nice Answer |
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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. |
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Dec 13 |
answered | ELO algorithm for handling people who don't play often |
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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. |
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Dec 7 |
answered | Do 2D games have a future? |
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Dec 7 |
answered | What quality should my sounds be? |
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Dec 7 |
answered | How can I orient a projectile along its flight path? |
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Dec 6 |
answered | How do I efficiently code both the client and server at the same time? |
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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. |
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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. |
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Nov 30 |
awarded | Enlightened |
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Nov 30 |
awarded | Nice Answer |
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Nov 30 |
answered | How should a team share/store game content during development? |
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Nov 17 |
answered | How to implement “bullet time” in a multiplayer game? |
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Sep 19 |
answered | Game State Management using Lua |
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Sep 13 |
awarded | Citizen Patrol |
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Jul 15 |
awarded | Yearling |