130 reputation
6
bio website destructivarts.blogspot.com
location RI
age 20
visits member for 1 year, 10 months
seen Aug 1 at 8:48

I am an aspiring Concept Artist at RISD. While I want to work on the visual side of games, I also enjoy programming, and am interested in working on games from both perspectives.


Jan
30
revised How to get and supply IP address for winsock client server program
Clarity
Jan
30
comment How to get and supply IP address for winsock client server program
Ok, sorry for being unclear. I've done some more digging around google and I might be able to ask a better question. (I'll just edit the post to reflect this).
Jan
30
revised How to get and supply IP address for winsock client server program
added 136 characters in body
Jan
30
asked How to get and supply IP address for winsock client server program
Jul
16
asked Gravity and collision detection interfering with player movement
Jul
15
answered cocos2d ccTouchEnded: Removing a Touch
Jul
15
revised cocos2d ccTouchEnded: Removing a Touch
added 270 characters in body
Jul
15
asked cocos2d ccTouchEnded: Removing a Touch
Jul
1
asked Mixing Objective-C and C++: Game Loop Parts
Jun
9
answered Java game: jumping glitch on multiple collisions
Jun
7
answered Need a Push in the right Direction
May
24
accepted How to handle and make animations?
May
24
comment How to handle and make animations?
For something that has a three hundred frame animation a sprite sheet isn't practical. That's all @Katana314 meant.
May
23
asked How to handle and make animations?
Feb
16
asked When to Load Assets
Feb
13
asked LWJGL MouseY Coordinates are flipped
Dec
23
comment I would need an idea on how to animate a player in a board game that is top-down and 2D?
I'm not sure what you mean by your tiles are flexible x,y points on a map. If this means that the tiles are shapes other than a grid, the implementation should be similar to a grid's just with more movement directions. If you mean to say that you can put a unit wherever you want (within his/her move radius) then why would you be keeping track of your units based on tiles?
Dec
22
comment Spatial Partitioning - Language Independant
Ok, I thought the tree structure was just a more efficient version of the List. So how would I go about passing the position information back and forth? This goes back to my original question: how do I know which object is which so I can pass the correct data to the correct object?
Dec
22
comment Spatial Partitioning - Language Independant
See my above comment, because your post made me think of something: if I keep passing in the player every frame, there will be a bunch of copies of the player in the tree. How do I get rid of them?
Dec
22
comment Spatial Partitioning - Language Independant
So are you suggesting that I basically clear the tree every frame and fill it just before collision detection? That doesn't seem very efficient to me, but I can see how it would be done. Just have all objects in the world be children of an Object class that has ways to react to collisions that can be overridden in the children.