452 reputation
312
bio website matt.scharley.me
location Australia
age 26
visits member for 3 years, 5 months
seen Jan 25 at 6:00

Email: matt@scharley.me
Website: matt.scharley.me
Twitter: @mattscharley
CV: Stackoverflow Careers


Jan
25
awarded  Notable Question
Oct
25
awarded  Yearling
Aug
17
comment Is it worthwhile investing time learning Unreal Script when UDK 4 will be replacing it with C++?
+1 for everything here, though often if you're a year or more down the track with a project, it's usually not such a simple task to just switch technologies especially when there's something as fundamental as a completely new language involved.
Aug
13
comment Resolution Independent
Don't forget about 16:10 which is also a fairly common monitor size as well.
Aug
9
comment Prevent Multiplayer Cheating
@user185812: It's usually a good idea to wait atleast a few hours before marking an accepted answer. While personally I think my answer's pretty great (I'm biased), other's will likely have more input though and seeing an accepted answer is quite often a deterrent to others to answer.
Aug
9
answered Prevent Multiplayer Cheating
Apr
25
awarded  Popular Question
Oct
25
awarded  Yearling
Sep
29
comment How to write AI bots that can autoplay a shoot 'em up game?
Just a technical point: it wouldn't be a 4-dimensional flood-fill. This is a sidescroller, so it's only 3-dimensional (x, y and t) and it may even help to think of it as such. Each frame is a layer in a cube or some similar concept.
Sep
9
comment Going from using XMLSerializer to using the XNA Content Pipeline
This is essentially what I'm doing too. Use XML files for most of the content descriptions: these can be read/written by just about anything. Then add the XML files to the content project and away you go from there. Your tooling doesn't need to output XNB's directly!
Sep
4
answered In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool?
Sep
2
awarded  Editor
Sep
2
revised Optimal Compression for Speech
added 345 characters in body
Sep
2
answered Optimal Compression for Speech
Sep
2
comment Optimal Compression for Speech
@ashes999: It's a sound encoding, so I can't imagine so. Depending on what languages you want to use though, I suppose I can see more artifacts being introduced, depending on exactly how they do things... I honestly don't know though. My gut feeling though is no, it doesn't matter.
Sep
2
comment Optimal Compression for Speech
@ashes999: There also seems to be a .NET/Silverlight port too here: nspeex.codeplex.com
Sep
2
comment Optimal Compression for Speech
@ashes999: I don't know about Silverlight, but I know that Mumble has an Android version and uses Speex, so that platform at least is viable.
Sep
2
comment Optimal Compression for Speech
@bummzack I may be wrong, but I interpreted the question as "I have MP3's, how can I encode/compress them to make them smaller." Totally agreed on Speex too. Mumble uses it as a low-bandwidth codec for realtime speech, and it sounds great.
Sep
2
comment Optimal Compression for Speech
Just as an aside, if you use a good codec, attempting to compress further with a generalised compression tool like zip will do little to nothing. It may even make things worse.
Sep
2
comment C# Top down movement limitation
@Byte56: Using a graphic does make sense for the purpose of actually generating the data though. You can just overlay one over the top in your graphics program of choice and work with that visually. Whether you use a texture in memory though, or load the texture, then translate that to the bool array though is something else to decide.