5,504 reputation
1325
bio website nevermind.wikidot.com
location Moscow, Russia
age 34
visits member for 3 years, 11 months
seen Sep 16 at 12:07

Sep
6
comment Unity3D: terrain object's textures flickering on long distances
Also don't forget the simplest approach: just move roads etc higher - i.e. a bit further from the terrain.
Aug
19
reviewed Approve suggested edit on Simple collision detection in Unity 2D
Jul
31
answered How to do masking in Unity?
Jul
12
comment How to use “weighted average easing” correctly with variable framerate?
That was... beautiful.
Jul
3
awarded  Popular Question
Feb
8
awarded  Guru
Oct
27
awarded  Guru
Oct
24
awarded  Popular Question
Oct
23
awarded  Yearling
Jun
10
revised Designing interface for interacting with game objects
Added item (5)
Jun
10
comment Designing interface for interacting with game objects
That's just for the chest. I'm adding new objects and actions constantly, and designing a custom interface for every object would be a huge annoyance. I'd really prefer some generic mechanism.
Jun
10
comment Designing interface for interacting with game objects
Also, changing mouse pointer is not very good in case there are multiple possible interactions. It works with a car, but what if you can "open" a chest or "move" it or "dismantle" it? And the chest is too small to reliably target different parts of it (as is the case with my game)
Jun
10
comment Designing interface for interacting with game objects
I'm not "limited", I just don't think it's a good idea to make players figure out what button to press. I'd rather they figure out how to escape zombies (-8
Jun
10
asked Designing interface for interacting with game objects
May
13
comment Is C++ being replaced by C# in industry games?
@weberc2 It depends on whether the language in question allows direct access to memory (as in, allocation/deallocation). If the memory is only managed by a VM - then it's probably not super-fast, whatever the GC mechanism. Where by "super-fast" I mean "as fast as possible."
May
8
comment Android game loop's effect on cpu/battery usage - unexpected results
Maybe your render loop was actually "sleeping" - that is, waiting for render to happen, which tasked GPU but not CPU? Are CPU and GPU even different on Android devices?
Apr
30
comment Playing different particle effects in Unity on the same ParticleSystem
Well, no, not in a neat way. I guess you could somehow save all parameters of a given PArticleSystem to a file, and then load them and change everything in runtime, but that seems pretty pointless. Activating/deactivating different objects is actually a pattern that is commonly used in Unity, not just with effects but with many other things.
Apr
29
answered Playing different particle effects in Unity on the same ParticleSystem
Apr
27
comment Using random numbers with a bias
This question: gamedev.stackexchange.com/questions/12638/…
Apr
2
comment What game mechanic can I use to show that the player character is bored?
You could make it so the character is bored and thus gets distracted, while the player's job is to keep him focused... depending on the game, you could maybe visualise distactions as abstract icons, that the player has to tap to dismiss. Or, maybe, have the character actually wander away unless the player explicitly stops him. Something along these lines. It would probably destroy any immersion, though.