597 reputation
17
bio website latenight-software.com
location Canada
age
visits member for 1 year, 5 months
seen Jan 12 at 7:36

Independent developer based in Alberta, Canada. I have been developing professionally for more than 2 decades; mostly on the Microsoft platforms. Recently I have become interested in developing for the mobile market including the Windows Phone 7, Windows Phone 8 and Windows 8 tablet.

I am currently developing mostly in C# XNA but I am employing Monogame to allow cross platform development.

Polyhegrams, a word puzzle game I have been developing for the last year, is on the Windows Phone and Windows 8 marketplace right now as a trial/pay game and I am currently working on porting it to iOS and Xbox with Kinect support.

Other projects I have worked on have been in Unity 3d including an unreleased game called Poiden, and several educational game projects for Alberta Science.


Feb
17
awarded  Yearling
Apr
11
comment Best way to network the movement of 2D tanks?
Yes, that is what is called lag ghosting. A lot of games use predictive models in order to 'guess' where the player might wind up based on their last communication. Dark Age of Camelot was famous for this.
Apr
9
comment Establish a person's genuine interest in game programming
I know in my own University there were definite 'weeder' courses that were mandatory and sufficiently complex/rigorous to cause at least half of the interested students to reconsider their scholastic choice. Given that though, computer science was in the science department and as such they could opt to do a lateral move towards a softer science.
Apr
3
comment Creating physics in xna
Updated my answer to hopefully resolve your latest problem. Please try and find some resources on the internet or a book on the topic as I feel you really need to get more of a handle on this before you proceed any further. This is a good resource that I used when I was first starting out: riemers.net
Apr
3
revised Creating physics in xna
Added more information based on the comments
Apr
2
comment Creating physics in xna
Essentially what you want to do is write a routine that you call from your Update() method in the main game class that passes in the new position of the vehicle. Initially this method can simply adjust the x,y,z position of your model by creating a translation matrix that it returns based on calling the GetHeight(). The world matrix of your model should be multiplied by this translation matrix in order to adjust its position prior to rendering it in the Draw() routine. Later on you can improve this method to bank/roll the model based on where the wheels contact the heightmap.
Apr
2
comment How to simulate early politics?
Are you sure there is no jQueries in there that might help solve the problem?
Apr
2
comment Is it possible to earn money with GameMaker if your game is good enough?
+1 for stating the stuff that I was trying to dance around
Apr
2
comment Is it possible to earn money with GameMaker if your game is good enough?
Coming from the perspective of a programmer with fairly decent art skills I can say that it is possible to do a 1 man job game. However it takes a lot of dedication and whereas I can always hire out to get additional art assets to supplement my efforts it is much harder to bring in a developer to help out after you've been working on a project for awhile. Knowing 'theoretically' the whole code behind something is a huge step away from actually implementing the solid code that a great game requires. It's always the edge cases that take most of the effort.
Apr
1
comment How to simulate early politics?
I would implement that with jQuery
Mar
31
comment Creating physics in xna
If you could post the part that utilizes the GetHeight() routine for adjusting the pitch/roll of the model then I might possibly be able to point out where the problem is.
Mar
31
comment Creating physics in xna
I don't like to post my email on forums as it leads to spam and besides, I would rather you come to an understanding about how it works than write it for you. Initially what I would do is implement it without physics involved. Essentially, create a routine that adjusts the rotation of the vehicle so that the vehicles wheels are following the surface at the given x/z location. Once you accomplish that then you can move onto adding physical forces to each of the wheels.
Mar
31
comment XNA Disable Mip-Mapping for good
Could you not just render them as lines rather than a texture?
Mar
30
comment Applying Angular Acceleration in a Basic Physics Model
@StevenStadnicki I don't believe I used the word randomly ever. I simply stated that there are two vectors that are normal to the plane defined by the 2 input vectors and that the angle between those vectors will determine which one you get. Please explain how this is incorrect. In my own game I was able to detect this situation and correct for it but as I stated that likely wont work for this situation because his is not limited as mine was. Please read before replying next time.
Mar
29
comment XNA 3d model mesh.draw() throws TextureCoordinate0 is missing error
It sounds like the content importer is discarding the texture coordinate component for the mesh vertices. Do you happen to have the source for the content importer?
Mar
28
comment Creating physics in xna
Well you haven't included any of your physics code for us to look at or did you expect that xna would take care of that automatically? I would expect that using the GetHeight() method that you could retrieve the height at each of the wheel locations and adjust the rotation/height transform based upon that.
Mar
28
answered Creating physics in xna
Mar
24
comment Generate inner polygon from a parent polygon
Where's the fun in that?
Mar
23
comment Generate inner polygon from a parent polygon
1 other thing I just thought of: when comparing the points in step 1, you have to ensure that a line segment draw between the 2 points doesn't fall outside the original polygon. You can test that using a winding algorithm I believe.
Mar
23
comment Generate inner polygon from a parent polygon
@sarahm it looks like your article is referring to image morphology rather than dealing with vertices of a polygon. I would approach this in 2 steps. Step 1) determine the loops, essentially find points that are less than 2d apart and split the polygon into 2 at that place. Step 2) determine the centroid of each resulting polygon by averaging all points together and then create a vector between each point and the centroid, moving it along the vector d distance.