734 reputation
315
bio website
location Reading, United Kingdom
age 27
visits member for 2 years, 7 months
seen May 17 at 14:57
stats profile views 48

Apr
16
comment Is there an alternative to SDL 1.3 for a C++ game that should run on iOS and Android?
Allegro 5.1 adds Android support, however the 5.1 branch is currently unstable according to their documentation.
Apr
15
accepted Using Editline for an in-game console
Apr
10
revised Using Editline for an in-game console
added 165 characters in body
Apr
10
asked Using Editline for an in-game console
Apr
8
comment Is using Box2D for simulating gravity “in space” a good idea?
The goal is for enough accuracy and performance to build a game on top of the simulation - ultimately I would sacrifice accuracy to ensure that the simulation runs in real-time, however not to the point where it seems "unrealistic" or "buggy" (although I realise that in reality what is "unrealistic" in a game is very subjective)
Apr
8
comment Is using Box2D for simulating gravity “in space” a good idea?
@fableal I'm not 100% sure at this stage whether or not I will include collisions, however it seems fairly likely
Apr
8
asked Is using Box2D for simulating gravity “in space” a good idea?
Apr
2
answered How to make sure user is running the newest version of mmo client?
Nov
20
awarded  Custodian
Nov
20
reviewed Edit suggested edit on Does using [STAThread] with XNA have any negative implications?
Nov
20
revised Does using [STAThread] with XNA have any negative implications?
adding observation
Nov
20
answered Does using [STAThread] with XNA have any negative implications?
Nov
15
comment How do display a “mucus spreading” effect in a 2D environment?
@nathan How do you mean? Because the creeping tile is chosen randomly the spread is imperfect (as opposed to spreading out in a perfect circle). The rest is done in the graphical engine by choosing what textures should be shown for each tile.
Nov
15
answered How do display a “mucus spreading” effect in a 2D environment?
Nov
14
comment The underlying mechanism in 'yield return www' of Unity3D Game Engine
@thyandrecardoso I'd guess it uses HttpWebRequest.BeginGetResponse or similar, however you could decompile the assembly to confirm this if it really mattered to you.
Nov
14
revised The underlying mechanism in 'yield return www' of Unity3D Game Engine
added 495 characters in body
Nov
14
revised The underlying mechanism in 'yield return www' of Unity3D Game Engine
added 2074 characters in body
Nov
14
answered The underlying mechanism in 'yield return www' of Unity3D Game Engine
Nov
14
answered Non-object-oriented game tutorials
Nov
13
revised Optimal way to learn DirectX?
Added link text