581 reputation
311
bio website facebook.com/shadowsinrain
location Siberia
age 26
visits member for 1 year, 2 months
seen Apr 12 at 13:10

I'm using Google translator, yarrrr!

C++, Python, Gamedev, PCG, GUI, AI.


Mar
19
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite Tree is grid? Makes no sense for me.
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite Well, if you want to handle 1k of dynamic entities, I think you should be serious and use another BSP. It does not imposes awkward limits. With carefull design BSP-tree may be laid into contigious array. Also I believe it will use much less memory (1024 * 12 * 2 or less). Not sure about actual search speed, pure opinion.
Mar
18
revised Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
added 167 characters in body
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite Binary and is quite faster than actually checking collision (even if it is as simple as AABB or radius), and most of checks will end here because most objects pairs are not colliding.
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@TrevorPowell, thanx, my mistake, fixed now. Just messed my train of thoughts.
Mar
18
revised Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
added 59 characters in body
Mar
18
revised Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
deleted 32 characters in body
Mar
18
answered Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
Mar
16
answered Reconstructing mesh from topological skeleton?
Mar
12
answered How can I efficiently implement a bitmask larger than 64-bits for component existence checks?
Mar
7
comment Delta times and frame lag in the game loop
What wrong with adt?
Mar
7
answered Delta times and frame lag in the game loop
Feb
8
comment Carve river beds into existing 3d procedural generated terrain
So, why droplet principle is not working for you? Place a "droplet" at random vertex, then move it along edges towards nearest lower vertex, smoothing and lowering vertices around traversed path. Repeat million times. If terrain is more complex than heightfield, then you need to take into account droplets falling from height and use actual geometry carving instead of simply moving vertices down.
Jan
27
awarded  Yearling
Jan
23
comment Cell Lighting Propagation Problem
@Lemoncreme Alredy visited.
Jan
22
comment Cell Lighting Propagation Problem
@Lemoncreme, I can't find issue you are talking about. Can you cite please?
Jan
21
comment 2D lighting causes black rings to appear
This may be optical illusion. Measure actual pixel brightness. Overlay it with something other to check if light effect is working.
Jan
15
comment How can I create 2D shadows that let me detect when the player is inside them?
forums.tigsource.com/index.php?topic=8803.0
Dec
22
answered Would seam carving/liquid rescale make changing aspect ratios easier?
Dec
21
answered Keep Mini map static after rotating / zooming with camera