Russell Borogove

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visits member for 3 years, 11 months
seen Sep 10 at 20:54

Jul
24
comment Can I use an AI engine written in C++ in my Unity game? If yes, how can I do this?
C++ and C# are very similar languages. You'll learn quite a bit about both languages and about the algorithm if you do the translation manually.
Jul
14
comment How can I calculate the angle and proper turn direction between two 2D vectors?
If you're using Unity, check out Mathf.DeltaAngle().
Jul
14
comment How could I figure out the shortest way to turn, and whats the angle?
If you're using Unity, check out Mathf.DeltaAngle().
May
28
comment Avoid double compression of resources
Relatively, yes. I don't know what heuristics typical .zip compressors use to choose a block's encoding, but it might be as straightforward as trying all the encodings and keeping the best result. During development, if you must have your data in a .zip, you'll probably want to force everything to use store instead of deflate to save time, then deflate everything for release builds.
May
27
comment Encode two integers into colour values and compare them in a HLSL shader
Do you need more than 256 levels of depth selection? Would it be easier to put all the depth information in one channel?
Apr
3
comment How can I store game metadata in a .png file?
@dfeuer - Apparently both Spore and Monaco were using game frameworks that have an asset loading pipeline that strips the .PNG down to a bare bitmap, so the metadata chunks weren't making it through.
Apr
3
comment How can I store game metadata in a .png file?
Why use the alpha channel or steganography when PNG supports arbitrary metadata chunks?
Oct
27
comment How to determine which thrusters to turn on to rotate the ship?
I got a JSON parse error the first time I tried to run your live demo; on reloading the page it worked ok.
Jul
23
comment How does Dwarf Fortress keep track of so many entities without losing performance?
It absolutely produces noticeable slowdown once you have a complex tunnel topology and 100+ dwarves.
Nov
4
comment Optimizing gravity calculations
This is essentially the Barnes-Hut algorithm: en.wikipedia.org/wiki/Barnes–Hut_simulation