| bio | website | google.com/search?q=recursion |
|---|---|---|
| location | Washington | |
| age | 28 | |
| visits | member for | 7 months |
| seen | 21 hours ago | |
| stats | profile views | 1 |
Currently employed as a Programmer Analyst.
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Feb 17 |
awarded | Good Question |
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Feb 6 |
suggested | suggested edit on About floating point precision and why do we still use it |
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Feb 1 |
comment |
bump map from color map (RGB) generation? Favorited because this gave me an idea. A really amazing filter would attempt to locate the light sources (hard to do). A complimentary filter could use the same information to neutralize the shadows. |
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Jan 30 |
awarded | Autobiographer |
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Jan 28 |
revised |
What are some ways I can create random but consistent levels with an increase in difficulty More information |
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Jan 28 |
comment |
What are some ways I can create random but consistent levels with an increase in difficulty I suggest looking up cellular automata. You can get regular-looking patterns by combining a few simple rules that way. So you might look through some of the results they give you and choose different pattern rules based on how often they put walls close to the paddle and up against the walls. |
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Jan 28 |
answered | What are some ways I can create random but consistent levels with an increase in difficulty |
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Jan 28 |
comment |
UI of a city-building game Also, before you even start coding, storyboard some examples of how the user might interact with the interface. This can save a lot of time. |
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Jan 28 |
comment |
Simple Motor Vehicle Acceleration Function Every car has a different acceleration curve (among other things, like how the suspension behaves), so if this is a fictional car you can feel free to play around with it to find what "feels best." Otherwise, check with some of the car forums and see if you can get them to send you of some of their graphs. |
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Jan 26 |
answered | How to create 2D textures from footage |
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Jan 26 |
awarded | Critic |
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Jan 26 |
revised |
Filtering (e.g. Gauss blur) on seamless textures but without border artifacts? Some rephrasing. Added image. |
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Jan 26 |
awarded | Editor |
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Jan 26 |
revised |
Filtering (e.g. Gauss blur) on seamless textures but without border artifacts? Some rephrasing. |
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Jan 26 |
comment |
Filtering (e.g. Gauss blur) on seamless textures but without border artifacts? Not really - I'll revise my phrasing and maybe make a few images to show what I mean. |
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Jan 26 |
answered | Filtering (e.g. Gauss blur) on seamless textures but without border artifacts? |
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Jan 25 |
comment |
Alternate Collision Detection in XNA 4.0 I think you're looking for something like this: gamedev.stackexchange.com/questions/15191/… |
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Jan 24 |
comment |
Derive a algorithm to match best position Not sure if we understand your question. You have N pieces, each with a stat and cost. There is a board with M positions. Do you mean to say that each piece takes up several positions? Or that each position on the board has an a cost? |
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Jan 24 |
awarded | Nice Question |
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Jan 24 |
awarded | Scholar |