| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 4 months |
| seen | May 12 at 22:40 | |
| stats | profile views | 16 |
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Jan 23 |
comment |
How do I achieve one touch one shot for WP7 game? I'm not familiar with WP7, but there should be something that detects when a button is pushed down. |
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Jan 15 |
answered | Artificial intelligence in board games? |
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Jan 13 |
comment |
Internships at a video game company @Byte56 Thank you. |
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Jan 13 |
accepted | Internships at a video game company |
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Jan 13 |
awarded | Analytical |
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Jan 13 |
comment |
Internships at a video game company Questions about careers are not off topic. This may have been misinterpreted, but the idea was more of "Is this something that is done?". |
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Jan 13 |
asked | Internships at a video game company |
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Jan 13 |
comment |
When to roll your own game engine? When I hear "game engine", what it usually ends up being "a series of libraries that help me accomplish my goals". So when you ask "Should I roll my own game engine", do you mean "Create my own libraries" or "Forgo many existing libraries but retain the ones that I don't want to have to figure out". In my experience, graphics libraries are my biggest issue, but I tend to create my own physics engines. |
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Jan 10 |
comment |
How can I really master in game programming? +1 for this being basically what I have been doing for the past 4 months. |
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Jan 10 |
comment |
How to implement rotating Earth effect in 2D? Something you could do is try to find a time-lapse of the Earth and use those as the frames, or at least the basis of them. |
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Jan 8 |
comment |
Is there a sound library for C to generate sound samples from code? I don't think this really falls under game development. It is more general media than games. |
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Jan 7 |
comment |
Non-square Isometric tiled maps Something I think might speed up execution and make coding easier is for each tile a pointer to each of it's neighbors. This would make it able to do operations that have to do with neighbors (such as moving). |
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Jan 7 |
accepted | Non-square Isometric tiled maps |
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Jan 7 |
comment |
Non-square Isometric tiled maps This seems like a good guide, I'll try to implement something similar. I noticed that the way it does the co-ordinate system is the same that Civilization 2 uses (4,1 is next to 4,2; 5,0; 4,0; 5,1; 3,1; 4,2; and 5,2). |
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Jan 7 |
comment |
Non-square Isometric tiled maps I found something similar to what I was thinking of, which is instead of thinking about it as an array, think of it in terms of rows of tiles. Then every other row is shifted for the output, and then all I have to worry about is making sure tiles can properly find their neighbors and shifting them for output. |
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Jan 7 |
comment |
Non-square Isometric tiled maps My question would be how to implement a staggered isometric map, and I was offering my idea for criticism/suggestions. |
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Jan 7 |
awarded | Custodian |
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Jan 7 |
reviewed | Approve suggested edit on Non-square Isometric tiled maps |
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Jan 7 |
asked | Non-square Isometric tiled maps |
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Jan 4 |
comment |
Automatically triggering standard spaceship controls to stop its motion It does not work now, even with a "close enough" test added. The adding of PI was so that it would be facing the opposite of it's velocity's angle. |