| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years, 6 months |
| seen | Aug 9 '11 at 18:14 | |
| stats | profile views | 41 |
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May 10 |
awarded | Yearling |
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Dec 6 |
comment |
When should I use a physics engine? @Joe You seem to love to misuse the word physics. You have done so a few times now. If you truly believe that the code I posted is a physics formula then you are clearly missing the boat here. |
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Dec 2 |
comment |
When should I use a physics engine? Magic dust? Modeling physics requires the use of physics formulas. That is the difference, not hard to understand.. You can get the same effect without an engine... and it is sometimes more efficient if you don't.. The majority of simple games don't use physics engines. Ever play Donkey Kong? It is easier to simulate falling/rolling barrels in a few lines of code than it is to deploy a physics engine. |
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Dec 1 |
awarded | Critic |
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Dec 1 |
comment |
When should I use a physics engine? @Joe: You are missing the point. We are talking about when to use "real" physics versus imitating it with an algorithm. Depending on the situation it is sometimes easier to imitate, particularly with older/simple games. |
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Dec 1 |
comment |
When should I use a physics engine? @Joe: Those are just modifications to your friction variable.. perhaps you and @AttackingHobo should chat :P With a physics engine you have to define properties for every object in the game. My point is that plugging in a physics engine for simple games shouldn't be automatic. Its situational. |
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Dec 1 |
comment |
When should I use a physics engine? @AttackingHobo: The point of the post isn't about making a nice sliding algorithm.. It is to illustrate the difference between a simulation and a model. |
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Dec 1 |
answered | When should I use a physics engine? |
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Nov 28 |
awarded | Scholar |
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Nov 28 |
accepted | Spell casting - How to optimize damage per second |
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Nov 19 |
answered | Spell casting - How to optimize damage per second |
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Nov 16 |
awarded | Nice Question |
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Nov 15 |
revised |
Spell casting - How to optimize damage per second added new image |
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Nov 15 |
comment |
Spell casting - How to optimize damage per second @caspin: You're absolutely right. Definitely a case which should be accounted for but might be out of scope of this question |
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Nov 15 |
revised |
Spell casting - How to optimize damage per second expanded on the example, added picture |
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Nov 15 |
comment |
Spell casting - How to optimize damage per second Greedy, as in choose the highest available dps spell whenever possible. Disregarding other logic ie. waiting. |
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Nov 15 |
comment |
Spell casting - How to optimize damage per second the problem is that DPCT can be very misleading. Say for example we add 2 more spells to the mix Fireball: 3000 damage, 3 second cast, 6 second cooldown, DPCT: 1000 Spell #2: 20 damage, 4 second cast, 4 second cooldown, DPCT: 5 Spell #3: 3 damage, 3 second cast, 3 second cooldown, DPCT: 1 (remember, cooldown begins the moment the spell is cast) Even though Spell #3 has a lower DPCT it will result in higher DPS (1-3-1-3...) than Spell #2 (1-2-1-2...). |
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Nov 15 |
awarded | Supporter |
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Nov 15 |
awarded | Editor |
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Nov 15 |
revised |
Spell casting - How to optimize damage per second simplified example case |