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visits member for 1 year, 8 months
seen Sep 9 '13 at 18:39

Apr
8
awarded  Yearling
Jul
10
comment Preventing tunneling of small, fast objects
It's probably much simpler than it looks. Wikipedia sucks at presenting information in a helpful manner.
Jul
4
comment Using different shaders on the same model at runtime
Just a side thing I've been curious about for a while. Is there any overhead to glGetAttribLocation? If there was I guess you could always cache the locations CPU-side, but just wondering.
Jul
3
comment Realistic damage
If your mesh is made of polygons, can't you just approximate the normal using the cross product of two edges in the polygon hit? Or are you doing something clever?
Jul
3
awarded  Custodian
Jul
1
comment When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine. (Video Included)
That was just pseudocode, replace playerVelocity with whatever code you would use to grab the velocity of your player object. I don't think it will actually solve your issue though.
Jul
1
comment When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine. (Video Included)
Actually disregard that, looking again there is a noticeable angle that shouldn't be there. My guess would be something is going wrong with transform (because everything else looks fine) so maybe have a look at whatever code creates or modifies that variable.
Jul
1
comment When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine. (Video Included)
It's hard to tell without any point of reference, but it just seems like your bullets are to your right because you are moving left and they don't inherit your velocity. Try something like clone.velocity = playerVelocity; clone.velocity += transform.TransformDirection(Vector3 (0, 0, speed)); and see if that creates effects more in line with what you are going for, it will still be off center when accelerating though.
Jul
1
comment When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine. (Video Included)
When you say the bullet lands "off-center" do you just mean that they don't land exactly under the crosshair? EG If you move left does the bullet land to the right, if you move right does it land to the left?
Jun
27
comment How'd they do it: Millions of tiles in Terraria
As an alternative (or supplement) to "catching up" when a region nears the player, you could instead have a separate simulation iterating over each distant region and updating them at a slower rate. You could either reserve time for this each frame or have it run on a separate thread. So for example you might update the region the player is in plus the 6 adjacent regions every frame, but also update 1 or 2 extra regions as well.
Jun
26
comment What should I consider when selecting a field-of-view (FOV) for a space game?
I think 90 horizontal seems to be the best compromise if you only want one setting. Most of the people (like me) that hate low FOV seem to be okay with that, and most people that don't hate low FOV won't notice. That said in third person with the camera trailing slightly behind the ship (IE the camera jerks around less) low FOV is less of an issue.
Jun
25
comment Networking gampeplay - Sending controller inputs vs. sending game actions
By "Actions" do you mean generic actions that are mapped to keys EG Mouse1 (Key) = Primary Fire (Action) or do you mean certain events such as "player spawns bullet"?
Jun
24
awarded  Scholar
Jun
24
accepted My game seems to be incompatible with recording software. What could be causing this?
Jun
18
answered Jump without bouncing in physics engine
Jun
15
revised How can I implement something like Destiny's public events?
added 13 characters in body
Jun
15
answered How can I implement something like Destiny's public events?
Jun
6
awarded  Nice Answer
Jun
6
answered Distance between two objects?
Jun
6
comment Is there a game not using meshes for models?
There are loads of graphics techniques that don't use meshes, but I don't know of any that run fast enough to work as games. Mostly because we have dedicated hardware for vertices.