77 reputation
6
bio website destructivarts.blogspot.com
location RI
age 19
visits member for 6 months
seen yesterday
stats profile views 12

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.


1d
accepted How to handle and make animations?
1d
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.
2d
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.
Dec
21
asked Spatial Partitioning - Language Independant
Dec
18
asked Scripted Motion Paths (?) (XNA)
Dec
16
comment XNA When to call LoadContent
I was also talking about explicitly calling the LoadContent function when I load a level.
Dec
15
asked XNA When to call LoadContent
Dec
9
asked Making a Camera look at a target Vector
Dec
9
accepted How should I organise classes for a space simulator?
Dec
8
asked How should I organise classes for a space simulator?
Dec
4
accepted XNA 3D coordinates seem off
Dec
4
comment XNA 3D coordinates seem off
Ok, well changing the order worked but that wasn't why it was skewed. I was defining the vertices in an array of VertexPositionColor and I was overwriting the Object at index 1. ie. vert[0] = new VertexPositionColor(variables); vert[1] = new VertexPositionColor(variables); vert[1] = new VertexPositionColor(variables); So thank you for your help, worked perfectly.
Dec
4
asked XNA 3D coordinates seem off
Dec
4
awarded  Scholar