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visits member for 3 years, 11 months
seen Nov 13 '13 at 16:42

May
10
awarded  Yearling
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.
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.
Dec
1
awarded  Critic
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.
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.
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.
Dec
1
answered When should I use a physics engine?
Nov
28
awarded  Scholar
Nov
28
accepted Spell casting - How to optimize damage per second
Nov
19
answered Spell casting - How to optimize damage per second
Nov
16
awarded  Nice Question
Nov
15
revised Spell casting - How to optimize damage per second
added new image
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
Nov
15
revised Spell casting - How to optimize damage per second
expanded on the example, added picture
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.
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...).
Nov
15
awarded  Supporter
Nov
15
awarded  Editor
Nov
15
revised Spell casting - How to optimize damage per second
simplified example case