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A physicist and accountant by training, and a professional developer for 30 years now, I wrote my first computer program in FORTRAN w/ WATFOR in high school. Since then I have written PDP-15 / -9 controllers, CAD/CAM applications in C, and Database applications in everything from FORTRAN (?!) and C to SQL and MS-Office.

I currently build financial and business applications professionally, mostly with VBA / C# / SQL, while developing my own Napoleonics game engine in C# on weekends and evenings.


2d
revised Converting hexagon grid coordinate system
added 535 characters in body
2d
answered Converting hexagon grid coordinate system
May
15
comment How to determine what hexes are in an area bounded by 3 hexes
Ask away; I will see what I can do. I prefer to retain my email for the moment.
May
15
comment For loop optimisation
The only worthwhile optimization here is to use var instead of int as the variable declarator, if available. This instructs the compiler to ensure that the loop counter is the native machine size, enabling it to be a register variable. At that point, all of the forms you describe are native register commands of equal performance.
May
10
comment One job per method
A key concept is how concisely you can describe everything a particular method does in its name. When the name runs to more than 5 or 6 syllables, consider making it two methods.
May
9
comment Is it possible to calculate or mathematically prove if a game is balanced / fair?
@BlueRaja-DannyPflughoeft: re different Komi in Go: Remember that the scoring is slightly different also, so a comparison is only meaningful when considering both effects.
May
6
comment Indicating low vs high card wins in trick taking card game
Sounds pretty good to me. The only enhancement I can think is to also change the colour at a change, and reset to the start colour each new round. That wold help people who are more video than audio oriented and also serve as a longer-lasting indication of the change.
May
5
awarded  Enthusiast
May
4
revised Implementing vector based movement in a 2d environment
added 238 characters in body
May
4
revised Implementing vector based movement in a 2d environment
added 238 characters in body
May
4
comment Looking for very simple implicit integration example
@teodron: This was a good question, and seems to have been answered. Can one or both of you write up the answer, for the assistance of later members who visit this question?
May
4
comment Implementing vector based movement in a 2d environment
That sounds like the equations of motion are incorrect, and OP is providing control of jerk instead of acceleration. (Jerk is rate of change of acceleration, the third derivative of distance instead of the second.)
May
4
comment Implementing vector based movement in a 2d environment
@Attackfarm: Disagree strongly with the last part. The problem is that the velocity is becoming unreasonably high, which only happens because acceleration is either too great, or applied for too long. For example, even Usain Bolt takes 60m to reach full speed. Short of applying a drag proportional to v^2, only by scaling back acceleration can the distances travelled be scaled back.
May
4
answered Implementing vector based movement in a 2d environment
May
3
comment How to implement deceleration and stopping over a certain distance
@Byte56: To a physicist, "Kinematics" = constant acceleration; "Dynamics" = (possibility of) non-constant acceleration. Possibly the OP didn't intend that, but it is what the question says; and OP marked my answer as accepted.
May
2
comment How to implement deceleration and stopping over a certain distance
@Byte56: I disagree about this being a duplicate of gamedev.stackexchange.com/questions/44400/…. That problem concerns specifically how to eliminate oscillation around an intended arrival point, when the approximate equations of motion are used, with variable acceleration. This question asks for how to resolve the equations of motion exactly when constant acceleration is assumed. This answer uses only Grade 11 physics, while the other requires at least 1st year, and perhaps a little 2nd year, university physics.
May
1
revised How to implement deceleration and stopping over a certain distance
added 1 characters in body
May
1
answered How to implement deceleration and stopping over a certain distance
Apr
29
comment Fastest pathfinding for static node matrix
@RichardMarskell-Drackir: In regards to use of LINQ, I found that the overhead of using it in my hex-grid path-finding (see below) was less than * 2. It really only had an effect on the PrioirtyQueue, where a hand-rolled MinHeap was somewhat faster than a DictionaryQueue as inspired by Eric Lippert (at the cost of not providing a stable sort, so I use one at short range, and the other at long range.).
Apr
28
comment Classic random script
@Roberts: That's a verbose "No comment."