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2d
comment Which of these two rotation methods are better
@DanielSenamAlorbi: Not to be offensive, but you could start by writing a question that doesn't scream "My knowledge of High School trigonometry and linear algebra is hopelessly muddled; please write my code for me." If you in fact do understand the basic linear algebra then demonstrate that in the question. If you don't, that's ok. just admit it and let us try to improve your understanding.
2d
comment Which of these two rotation methods are better
And the reason for not using a Graphics Drawing library is ... ?
Jul
22
comment How to find the point on a hypotenuse divinging triangle into two right triangles?
See my answer for a calculation without any trigonometry or polar coordinates.
Jul
22
revised How to find the point on a hypotenuse divinging triangle into two right triangles?
added 53 characters in body
Jul
22
answered How to find the point on a hypotenuse divinging triangle into two right triangles?
Jul
22
answered Efficient parsing of text file to map
Jul
16
comment Pathfinding and collision avoidance on mobile
Your GPU has more than 50 processing units, so running A-star on the GPU for each monster should run juss as fast as on a regular CPU for ne agent.
Jul
16
comment How do I efficiently generate all valid configuration spaces of a Tetronimo in Tetris?
Possible duplicate of gamedev.stackexchange.com/questions/104002/…
Jul
16
comment Path finding in 2D grid for objects that can rotate and bigger than one tile (Tetris)
@redneksi: Eric Lippert provides an excellent 4-part introduction to A-star, using C# of course but applicable to any c-type language. Check the bottom of this blog archive: blogs.msdn.com/b/ericlippert/archive/2007/10.aspx
Jul
16
revised Path finding in 2D grid for objects that can rotate and bigger than one tile (Tetris)
added 472 characters in body
Jul
16
answered Path finding in 2D grid for objects that can rotate and bigger than one tile (Tetris)
Jul
16
comment Why doesn't my orbit form an ellipse?
Change all your floats to doubles. That will reduce the magnitude of the behaviour significantly, but the true origin is that you are assuming perfect integration of finite-precision numbers, and the rounding errors are accumulating.
Jul
3
revised A* Implementation Produces zig-zag in positive directions
Added proper links to images where they can be zoomed.
Jul
3
suggested approved edit on A* Implementation Produces zig-zag in positive directions
Jul
2
comment Rotate a rigid body not around its centre of mass
Instead of applying the simple rotation R, apply a convoluted transformation T R T* where R is the rotation you desire; T is the translation from the Centre of Mass to the desired rotation point; and T* is the inverse of T.
Jul
2
suggested rejected edit on A* Implementation Produces zig-zag in positive directions
Jun
23
comment Using an object as a model to avoid too many parameters - XNA/C#
And, if you are de-serializing text content, learn and use the built-in de-serializing mechanisms.
Jun
23
comment Using an object as a model to avoid too many parameters - XNA/C#
This is not a good practice. Other than for data collection, you are much better off practicing the design and use of immutable objects. This may feel unnatural at first, but will immensely ease reasoning about your object/application state as your application grows.
Jun
20
comment How to check distance between two different vectors?
@DMGregory: Often when distance is being referred to the intended meaning is not actually it's technical meaning, the magnitude of a displacement vector, but rather the projection of a displacement vector onto a preferred axis. In these cases it does in fact make sense to allow both negative and positive distances.
Jun
20
comment How to check distance between two different vectors?
@DMGregory: While distance cannot ever be negative, the projection of a vector on an axis can be and is easily calculated as the dot product of the original vector and a unit basis vector for the axis.