Aufziehvogel
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 Feb 5 comment Command Ordering Architecture of Dwarf Fortress "break the list into steps, with each step having prerequisite(s)" Sounds to me like a good implementation for a non-circular graph, which can be solved by topological sort. "It's easy to get stuck in loops" I think as long as the graph does not contain cycles, it is not possible to get stuck (or I misunderstand what you mean by getting stuck in a loop). Checking graphs for cycles can be done in the topological sort, too. Nov 30 awarded Yearling Mar 25 answered How can I handle a bunch of achievements in a game? Dec 29 comment simple escape algorithm: enemy escapes when hero approches I still do not understand what enemy bonus shall be. Neither do I understand what clues you need? Maybe something like: Calculate the direction to escape? Dec 29 awarded Enthusiast Dec 25 comment Why is Y up in many Games? Actually, over here in university many people draw y in up-direction when they draw a 2D image (guess because in 2D y is also up and often we just use 3D as a generalization of 2D when showing examples). Cannot remember we really learnt a rule for it in school. Dec 25 answered logic behind a single player game Dec 23 comment Creating an illusion of stress and danger @TrevorPowell Aren’t there also such questions on SO, where they tend to connect all correct answer in one community-wiki answer and that one is accepted? Yet, it does not seem to be used on GameDev that much. I do not think thread openers can mark posts as community wiki, so it would be the answering people's duty to mark their answer as community wiki. Dec 20 awarded Organizer Dec 20 revised How does braking assist of car racing games work? added tags Dec 20 suggested approved edit on How does braking assist of car racing games work? Dec 19 comment If I have a character on the screen, how do I make it look in the direction my mouse is pointing? And what do you mean with "pathfinding collision tutorials"? I googled for it and pathfinding seems to be stuff like DFS, BFS or A*. I remember something about vector-surface-cut when you need to solve the problem of where a mouse-pointer shows to in 3D, do you mean that? Somehow the question for the pathfinding does not seem to match the rest of the question at all. Dec 19 answered Gamification: designing cooperation in an RPG like game based on Scrum methodology Dec 19 comment If I have a character on the screen, how do I make it look in the direction my mouse is pointing? 2D or 3D? Guess 3D? Dec 12 comment Remove enemy when bullet hits enemy As for bullets, don’t you have to check for the full path the bullet is taking? It could be too fast, so that you will not render it (nearly) hitting the enemy, but render it long before and long after. And in between both frames it would hit the enemy, so you would have to remove him in the second frame. At least I read that in a text about raytracing. Might be too difficult for jordi now, but it’s worth hearing it. Dec 9 awarded Critic Dec 9 answered Concept: Interpretive Spells Dec 8 accepted Is it only possible to display 64k vertices on the monitor with 16bit? Dec 8 comment How do I make a jumping dolphin rotate realistically? I have to agree it’s difficult finding the error without knowing what’s weird. At first I looked for origin, because missing that would lead to weird rotation, but that’s inside. So it has to be some other form of weirdness. Problem is, Johnny cannot post images yet… Dec 8 comment Character jump animation is not working when I hit the space bar I cannot see it directly from code, but I worked on the same (in pygame) recently and it also was a lot of trouble. Maybe you can do a bit of debugging by setting member variables in regions like `UpdateJump` at `if (playerPos.Y > originalPlayerPos.Y)` and later you print them to console in `Draw()`. Then you could see which parts are executed and which not (at least I did not find out how to best debug with XNA, but I am also a Visual Studio noob). Or do you mean it always cycles two animation frames?