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visits member for 2 years, 5 months
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Apr
23
comment Body lost a velocity component when hitting a wall
Only nitpicking: wouldn't a vector u with double the magnitude of v=1,1 be u=2,2? After all, sqrt(2² + 2²) = 2 * sqrt(1² + 1²).
Apr
14
revised C++ exensible resource manager class with dynamic registration of factories
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Apr
13
comment C++ exensible resource manager class with dynamic registration of factories
@Manvis I have been studying shared_ptr's as of lately and I noticed that my example provides dangerous use of it. Please see my edited addendum, and ensure that you are using your shared pointers properly, you might end having resources being destroyed twice. :)
Apr
13
revised C++ exensible resource manager class with dynamic registration of factories
deleted 1223 characters in body
Apr
12
revised C++ exensible resource manager class with dynamic registration of factories
Corrected example source
Apr
6
comment How do you calculate the nearest point on 2 curves?
I guess he wanted us to view the demo's source: algorithmist.net/DegrafaClosestToQuad/srcview/index.html
Apr
5
answered 2D Box Collision Trouble
Apr
5
comment 2D Box Collision Trouble
Are you checking each wall? In what order?
Apr
5
comment Why is each column being shifted down the X value of the column in my 2D Data Structure?
Pardon me, but... Why not using STL vectors and smart pointers instead of raw pointers?
Apr
3
revised C++ exensible resource manager class with dynamic registration of factories
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Apr
3
revised C++ exensible resource manager class with dynamic registration of factories
deleted 8 characters in body
Apr
2
revised C++ exensible resource manager class with dynamic registration of factories
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Apr
2
answered C++ exensible resource manager class with dynamic registration of factories
Apr
2
awarded  Citizen Patrol
Dec
12
awarded  Popular Question
Nov
29
awarded  Yearling
Jul
2
awarded  Curious
May
4
accepted Synchronizing mob states in online multiplayer game
Apr
1
comment Synchronizing mob states in online multiplayer game
This actually wouldn't be very bad. I could, instead of having each client process the game normally but with input sent from a server, just update each mob with states provided from the server in each frame. This could be actually even more lightweight for the client than the previous idea.
Apr
1
comment Synchronizing mob states in online multiplayer game
I could very well make a central server program, but it'd be a bit overkill for when the max number of players that I want in my game are 4. "Host electing" already seems like the best plan. :) Also, I think I have no way around sending the entire data of objects, even if it will be tiresome to implement specific methods for each class, but there are plenty of variables that are important in deciding the mob's state.